Microsoft DirectX 8.0 (Visual Basic)

D3DTLVERTEX

Defines a transformed and lit vertex (screen coordinates with color).

Type D3DTLVERTEX
    color As Long
    rhw As Single
    specular As Long
    sx As Single
    sy As Single
    sz As Single
    tu As Single
    tv As Single
End Type

Members

color and specular
Values describing the color and specular component of the vertex.
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.
sx, sy, and sz
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.
tu and tv
Values describing the texture coordinates of the vertex.

Remarks

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.

See Also

D3DTLVERTEX2, D3DVERTEX, D3DVERTEX2