IDirect3DMaterial Interface

You can create an IDirect3DMaterial interface by calling the IDirect3D::CreateMaterial method. The following example demonstrates how to create an IDirect3DMaterial interface. Then it demonstrates how to set the material and retrieve its handle by calling the IDirect3DMaterial::SetMaterial and IDirect3DMaterial::GetHandle methods.

lpDirect3D->CreateMaterial(

lplpDirect3DMaterial, // Address of a new material

pUnkOuter); // NULL

lpDirect3DMaterial->SetMaterial(

lpD3DMat); // Address of a D3DMATERIAL structure

lpDirect3DMaterial->GetHandle(

lpD3DDevice, // Address of a DIRECT3DDEVICE object

lpD3DMat); // Address of a D3DMATERIAL structure

Material objects reside on the interface list and point both to the next material in a device's list and back to their associated device or devices. (For more information about this hierarchy, see Object Connectivity.) A material contains colors and may contain a texture handle. The material handle is used inside execute buffers or to set the background of a viewport. You can use the IDirect3DMaterial interface to get and set materials, retrieve handles, and reserve colors.