Platform SDK: DirectX |
This section describes the concepts you need to understand to specify vertices in Direct3D, and provides information about the various formats your application can use to declare vertices. The following topics are discussed.
Note Prior to DirectX 6.0, applications were required to use one of three vertex types—D3DVERTEX, D3DLVERTEX, and D3DTLVERTEX—depending on which parts of the Direct3D geometry pipeline were being used. With support for more flexible vertex formats in DirectX 6.0 and later, you can declare vertices in many more ways than before, but you can still use the predefined structures to describe untransformed and unlit vertices, untransformed but lit vertices, and vertices that are both transformed and lit. For more information, read the topics for each type of vertex in this section thoroughly.
[C++,Visual Basic]