D3DMATERIALCOLORSOURCE enumeration
Defines the location at which a color or color component must be accessed for lighting calculations.
Syntax
typedef enum D3DMATERIALCOLORSOURCE {
D3DMCS_MATERIAL = 0,
D3DMCS_COLOR1 = 1,
D3DMCS_COLOR2 = 2,
D3DMCS_FORCE_DWORD = 0x7fffffff
} D3DMATERIALCOLORSOURCE, *LPD3DMATERIALCOLORSOURCE;
Constants
-
D3DMCS_MATERIAL
-
Use the color from the current material.
-
D3DMCS_COLOR1
-
Use the diffuse vertex color.
-
D3DMCS_COLOR2
-
Use the specular vertex color.
-
D3DMCS_FORCE_DWORD
-
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.
Remarks
These flags are used to set the value of the following render states in the D3DRENDERSTATETYPE enumerated type.
- D3DRS_AMBIENTMATERIALSOURCE
- D3DRS_DIFFUSEMATERIALSOURCE
- D3DRS_EMISSIVEMATERIALSOURCE
- D3DRS_SPECULARMATERIALSOURCE
Requirements
Requirement | Value |
---|---|
Header |
|
See also