Microsoft DirectX 8.1 (Visual Basic) |
Defines an untransformed and lit vertex (model coordinates with color).
Type D3DLVERTEX color As Long specular As Long tu As Single tv As Single x As Single y As Single z As Single End Type
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.