Microsoft DirectX 8.1 (Visual Basic)

Color Vertices

Usually material colors are used for lighting. However, you can specify that material colors—emissive, ambient, diffuse, and specular—are to be overridden by diffuse or specular vertex colors. This is done by calling Direct3DDevice8.SetRenderState and setting the device state variables listed in the following table.

Device state variable Meaning Type Default
D3DRS_AMBIENTMATERIALSOURCE Defines where to get ambient material color. D3DMATERIALCOLORSOURCE D3DMCS_MATERIAL
D3DRS_DIFFUSEMATERIALSOURCE Defines where to get diffuse material color. D3DMATERIALCOLORSOURCE D3DMCS_COLOR1
D3DRS_SPECULARMATERIALSOURCE Defines where to get specular material color. D3DMATERIALCOLORSOURCE D3DMCS_COLOR2
D3DRS_EMISSIVEMATERIALSOURCE Defines where to get emissive material color. D3DMATERIALCOLORSOURCE D3DMCS_MATERIAL
D3DRS_COLORVERTEX Disables or enables use of vertex colors. BOOL TRUE

The alpha/transparency value always comes only from the diffuse color's alpha channel.

The fog value always comes only from the specular color's alpha channel.

D3DMATERIALCOLORSOURCE can have the following values.