Microsoft DirectX 8.0 (Visual Basic) |
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
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.