DirectX SDK

D3DTLVERTEX

The D3DTLVERTEX structure defines a transformed and lit vertex (screen coordinates with color).

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; 

Parameters

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 from homogeneous coordinates (x,y,z,w). This value is often 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 D3DVIEWPORT7 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 when calling rendering methods.

Requirements

  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.
  Windows CE: Unsupported.
  Version: Requires DirectX 2.0 or later.
  Header: Declared in d3dtypes.h.

See Also

D3DLVERTEX, D3DVERTEX