Microsoft DirectX 8.0 (Visual Basic) |
Defines a transformed and lit vertex (screen coordinates with color) with two sets of texture coordinates.
Type D3DTLVERTEX2 color As Long rhw As Single specular As Long sx As Single sy As Single sz As Single tu1 As Single tu2 As Single tv1 As Single tv2 As Single End Type
D3DTLVERTEX2 is provided as a convenience, since many multitexture operations require two sets of texture coordinates.
Microsoft® Direct3D® uses the current viewport parameters (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 TRUE, 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.