D3DMATERIALCOLORSOURCE

Defines the location at which a color or color component must be accessed for lighting calculations.

typedef enum D3DMATERIALCOLORSOURCE
{
    D3DMCS_MATERIAL = 0,
    D3DMCS_COLOR1 = 1,
    D3DMCS_COLOR2 = 2,
    D3DMCS_FORCE_DWORD = 0x7fffffff,
} D3DMATERIALCOLORSOURCE, *LPD3DMATERIALCOLORSOURCE;

Constants

D3DMCS_MATERIAL
Use the color from the current material.
D3DMCS_COLOR1
Use the diffuse vertex color.
D3DMCS_COLOR2
Use the specular vertex color.
D3DMCS_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

These flags are used to set the value of the following render states in the D3DRENDERSTATETYPE enumerated type.

See Also

D3DRENDERSTATETYPE