Microsoft DirectX 8.1 (Visual Basic) |
Defines an untransformed and lit vertex (model coordinates with color) with two sets of texture coordinates.
Type D3DLVERTEX2 color As Long specular As Long tu1 As Single tu2 As Single tv1 As Single tv2 As Single x As Single y As Single z As Single End Type
D3DLVERTEX2 is provided as a convenience, since many multitexture operations require two sets of texture coordinates.
An application should use this type when the vertex transformations will be handled by Microsoft® 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.