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;
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 IDirect3DDevice3::Begin.
Prior to DirectX 5.0, Direct3D did not clip D3DTLVERTEX vertices.
Windows NT/2000: Requires Windows NT 4.0 SP3 or later.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Header: Declared in d3dtypes.h.