The D3DTLVERTEX structure defines a transformed and lit vertex (screen coordinates with color) for the D3DLIGHTDATA structure.
typedef struct _D3DTLVERTEX {
union {
D3DVALUE sx;
D3DVALUE dvSX;
};
union {
D3DVALUE sy;
D3DVALUE dvSY;
};
union {
D3DVALUE sz;
D3DVALUE dvSZ;
};
union {
D3DVALUE rhw;
D3DVALUE dvRHW;
};
union {
D3DCOLOR color;
D3DCOLOR dcColor;
};
union {
D3DCOLOR specular;
D3DCOLOR dcSpecular;
};
union {
D3DVALUE tu;
D3DVALUE dvTU;
};
union {
D3DVALUE tv;
D3DVALUE dvTV;
};
} D3DTLVERTEX, *LPD3DTLVERTEX;
Members
dvSX, dvSY, and dvSZ
Values of the D3DVALUE type describing a vertex in screen coordinates. The largest allowable value for dvSZ is 0.99999, if you want the vertex to be within the range of z-values that are displayed.
dvRHW
Value of the D3DVALUE type that is the reciprocal of homogeneous w. This value is 1 divided by the distance from the origin to the object along the z-axis.
dcColor and dcSpecular
Values of the D3DCOLOR type describing the color and specular component of the vertex.
dvTU and dvTV
Values of the D3DVALUE type describing the texture coordinates of the vertex.
Remarks
Direct3D uses the current viewport parameters (the dwX, dwY, dwWidth, and dwHeight members of the D3DVIEWPORT2 structure) to clip D3DTLVERTEX vertices. The system always clips z coordinates to [0, 1]. To prevent the system from clipping these vertices, use the D3DDP_DONOTCLIP flag in your call to IDirect3DDevice2::Begin.
Prior to DirectX 5, Direct3D did not clip D3DTLVERTEX vertices.
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