D3DMATERIALCOLORSOURCE
This enumeration defines the location at which a color or color component must be accessed for lighting calculations.
typedef enum _D3DMATERIALCOLORSOURCE {
D3DMCS_MATERIAL = 0,
D3DMCS_COLOR1 = 1,
D3DMCS_COLOR2 = 2,
D3DMCS_FORCE_DWORD = 0x7fffffff
} D3DMATERIALCOLORSOURCE;
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. 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_DIFFUSEMATERIALSOURCE
- D3DRS_SPECULARMATERIALSOURCE
- D3DRS_AMBIENTMATERIALSOURCE
- D3DRS_EMISSIVEMATERIALSOURCE
Requirements
OS Versions: Windows CE .NET 4.0 and later.
Header: D3d8types.h.
See Also
Last updated on Thursday, April 08, 2004
© 1992-2003 Microsoft Corporation. All rights reserved.