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.