D3DLVERTEX

This structure contains information about an untransformed and lit vertex.

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;
  };
#if(DIRECT3D_VERSION >= 0x0500)
#if (defined __cplusplus) && (defined D3D_OVERLOADS)
  _D3DLVERTEX() { }
  _D3DLVERTEX(const D3DVECTOR& v, D3DCOLOR _color, D3DCOLOR _specular, float _tu, float _tv)
    { x = v.x; y = v.y; z = v.z; dwReserved = 0;
      color = _color; specular = _specular;
      tu = _tu; tv = _tv;
    }
#endif
#endif /* DIRECT3D_VERSION >= 0x0500 */
} D3DLVERTEX, *LPD3DLVERTEX;

Members

  • x
    Values describing the homogeneous coordinates of the vertex.
  • dvX
    Values describing the homogeneous coordinates of the vertex.
  • y
    Values describing the homogeneous coordinates of the vertex.
  • dvY
    Values describing the homogeneous coordinates of the vertex.
  • z
    Values describing the homogeneous coordinates of the vertex.
  • dvZ
    Values describing the homogeneous coordinates of the vertex.
  • dwReserved
    Reserved for future use.
  • color
    Values describing the color component of the vertex.
  • dcColor
    Values describing the color component of the vertex.
  • specular
    Values describing the specular component of the vertex.
  • dcSpecular
    Values describing the specular component of the vertex.
  • tu
    Values describing the texture coordinates of the vertex.
  • dvTU
    Values describing the texture coordinates of the vertex.
  • tv
    Values describing the texture coordinates of the vertex.
  • dvTV
    Values describing the texture coordinates of the vertex.

Remarks

An application should use this type when the vertex transformations will be handled by Direct3D. This type contains only data and a color that would be filled by software lighting.

If D3DRS_SPECULARENABLE is 1, the specular component will be added to the base color after the texture cascade but before alpha blending. However, 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.

Requirements

OS Versions: Windows CE .NET 4.0 and later.
Header: D3dtypes.h.

See Also

Texture Argument Flags

 Last updated on Tuesday, May 18, 2004

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