The D3DLVERTEX structure defines an untransformed and lit vertex (model coordinates with color). An application should use this structure when the vertex transformations will be handled by Direct3D. This structure contains only data and a color that would be filled by software lighting.
typedef struct _D3DLVERTEX {
union {
D3DVALUE x;
D3DVALUE dvX;
};
union {
D3DVALUE y;
D3DVALUE dvY;
};
union {
D3DVALUE z;
D3DVALUE dvZ;
};
DWORD dwReserved;
union {
D3DCOLOR color;
D3DCOLOR dcColor;
};
union {
D3DCOLOR specular;
D3DCOLOR dcSpecular;
};
union {
D3DVALUE tu;
D3DVALUE dvTU;
};
union {
D3DVALUE tv;
D3DVALUE dvTV;
};
} D3DLVERTEX, *LPD3DLVERTEX;
Members
dvX, dvY, and dvZ
Values of the D3DVALUE type specifying the model coordinates of the vertex.
dwReserved
Reserved; must be zero.
dcColor and dcSpecular
Values of the D3DCOLOR type specifying the color and specular component of the vertex.
dvTU and dvTV
Values of the D3DVALUE type specifying the texture coordinates of the vertex.
QuickInfo
Windows NT: Use version 4.0 or later.
Windows: Use Windows 95 or later. Available as a redistributable for Windows 95.
Windows CE: Unsupported.
Header: Declared in d3dtypes.h.
See Also