Platform SDK: DirectX |
The D3DLVERTEX structure defines an untransformed lit vertex (model coordinates with color). An application should use this structure when vertex transformations are to be handled by Direct3D. This structure contains only data and a color that would be filled by software lighting.
typedef struct _D3DLVERTEX { union { D3DVALUE x; D3DVALUE dvX; }; union { D3DVALUE y; D3DVALUE dvY; }; union { D3DVALUE z; D3DVALUE dvZ; }; DWORD dwReserved; union { D3DCOLOR color; D3DCOLOR dcColor; }; union { D3DCOLOR specular; D3DCOLOR dcSpecular; }; union { D3DVALUE tu; D3DVALUE dvTU; }; union { D3DVALUE tv; D3DVALUE dvTV; }; } D3DLVERTEX, *LPD3DLVERTEX;
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.