D3DTLVERTEX

This structure contains information about a transformed and lit vertex.

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;
  };
#if(DIRECT3D_VERSION >= 0x0500)
#if (defined __cplusplus) && (defined D3D_OVERLOADS)
  _D3DTLVERTEX() { }
  _D3DTLVERTEX(const D3DVECTOR& v, float _rhw, D3DCOLOR _color, D3DCOLOR _specular, float _tu, float _tv)
    { sx = v.x; sy = v.y; sz = v.z; rhw = _rhw;
      color = _color; specular = _specular;
      tu = _tu; tv = _tv;
    }
#endif
#endif /* DIRECT3D_VERSION >= 0x0500 */
} D3DTLVERTEX, *LPD3DTLVERTEX;

Members

  • sx
    Values describing a vertex in screen coordinates.
  • dvSX
    Values describing a vertex in screen coordinates.
  • sy
    Values describing a vertex in screen coordinates.
  • dvSY
    Values describing a vertex in screen coordinates.
  • sz
    Values describing a vertex in screen coordinates.
  • dvSZ
    Values describing a vertex in screen coordinates. The largest allowable value for dvSZ is 1.0 if you want the vertex to be within the range of z-values that are displayed.
  • rhw
    Value that is the reciprocal of homogeneous w from homogeneous coordinates (x, y, z, w). This value is often 1 divided by the distance from the origin to the object along the z-axis.
  • dvRHW
    Value that is the reciprocal of homogeneous w from homogeneous coordinates (x, y, z, w). This value is often 1 divided by the distance from the origin to the object along the z-axis.
  • 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

Direct3D uses the current viewport parameters, which are the x, y, Width, and Height members of the D3DVIEWPORT8 type to clip D3DTLVERTEX vertices. The system always clips z-coordinates to (0, 1).

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 | D3DVERTEX | D3DVIEWPORT8

 Last updated on Tuesday, May 18, 2004

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