Platform SDK: DirectX |
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;
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.
If D3DRENDERSTATE_SPECULARENABLE is TRUE, the specular component will be added to the base color after the texture cascade but before alpha blending. However, with DirectX 7.0, you can assign the specular component to be applied during texture color processing by setting the D3DTA_SPECULAR flag. For more information, see Texture Argument Flags.
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.
Version: Requires DirectX 2.0 or later.
Header: Declared in d3dtypes.h.