DirectX SDK |
Direct3D allows one shading mode to be selected at a time. By default, Gouraud shading is selected. In C++, the shading mode can be changed by calling the IDirect3DDevice7::SetRenderState method. Set the dwRenderStateType parameter to D3DRENDERSTATE_SHADEMODE. The dwRenderState parameter must be set to a member of the D3DSHADEMODE enumeration. The following sample code fragments illustrate how the current shading mode of a Direct3D application can be set to flat or Gouraud shading mode.
// Set to flat shading. // This code fragment assumes that lpDev is a valid pointer to // an IDirect3DDevice7 interface. hr = lpDev->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_FLAT); if(FAILED(hr)) { // Code to handle the error goes here. } // Set to Gouraud shading (this is the default for Direct3D). hr = lpDev->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD); if(FAILED(hr)) { // Code to handle the error goes here. }
Direct3D allows one shading mode to be selected at a time. By default, Gouraud shading is selected. In Visual Basic, the shading mode can be changed by calling the Direct3DDevice7.SetRenderState method. Set the state parameter to D3DRENDERSTATE_SHADEMODE. The renderstate parameter must be set to a member of the CONST_D3DSHADEMODE enumeration. The following code fragment illustrates how the current shading mode of a Direct3D application can be set to flat or Gouraud shading mode.
' Set to flat shading. ' This code fragment assumes that d3dDev is a valid reference to ' a Direct3DDevice7 object. On Local Error Resume Next Call d3dDev.SetRenderState(D3DRENDERSTATE_SHADEMODE, _ D3DSHADE_FLAT) ' Check for an error. If Err.Number <> DD_OK Then ' Handle the error. End If ' Set to Gouraud shading (this is the default for Direct3D). Call d3dDev.SetRenderState(D3DRENDERSTATE_SHADEMODE, _ D3DSHADE_GOURAUD) If Err.Number <> DD_OK Then ' Handle the error. End If