D3DMSHADEMODE (Windows CE 5.0)
This enumeration provides values that describe the type of shading model to use when rendering a primitive. These values are used in the D3DMRS_SHADEMODE render state (see D3DMRENDERSTATETYPE).
typedef enum _D3DMSHADEMODE { D3DMSHADE_FLAT = 1, D3DMSHADE_GOURAUD = 2, D3DMSHADE_FORCE_ULONG = 0x7fffffff,} D3DMSHADEMODE;
Elements
- D3DMSHADE_FLAT
Indicates flat shading. The diffuse and specular colors from the first vertex of the primitive are used for all pixels in the primitive. All fog values are always interpolated. - D3DMSHADE_GOURAUD
Indicates Gouraud shading. The driver will interpolate values based on the capability bits it sets in ShadeCaps member of the D3DMCAPS structure. If the capability bit for a particular color component is not set, shading reverts back to DeDMSHADE_FLAT for that component only. - D3DMSHADE_FORCE_ULONG
Forces the compiler to interpret the enumeration as a ULONG value. This value is not used directly in Direct3D Mobile programming.
Remarks
The first vertex of a triangle for flat shading mode is defined in the following manner.
- For a triangle list, the first vertex of the triangle i is i * 3.
- For a triangle strip, the first vertex of the triangle i is vertex i.
- For a triangle fan, the first vertex of the triangle i is vertex i + 1.
Requirements
OS Versions: Windows CE 5.0 and later.
Header: D3dmtypes.h.
See Also
Direct3D Mobile Enumerations | Interpolation | D3DMRENDERSTATETYPE | D3DMCAPS
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