Microsoft DirectX 8.1 (C++) |
During rendering, the pipeline interpolates vertex data across each triangle. Five possible types of data can be interpolated:
The interpolation of the vertex data is dependent on the current shading mode, as shown in the following table.
Shading mode | Description |
---|---|
Flat | Only the fog factor is interpolated in flat shade mode. For all other interpolants, the color of the first vertex in the triangle is applied across the entire face. |
Gouraud | Linear interpolation is performed between all three vertices. |
The color and specular interpolants are treated differently, depending on the color model. In the RGB color model, the system uses the red, green, and blue color components in the interpolation.
The alpha component of a color is treated as a separate interpolant because device drivers can implement transparency in two different ways: by using texture blending or by using stippling.
Use the ShadeCaps member of the D3DCAPS8 structure to determine what forms of interpolation the current device driver supports.