Microsoft DirectX 8.1 (Visual Basic)

D3DTLVERTEX2

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

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.
tu1 and tv1
Values describing the first set of texture coordinates of the vertex.
tu2 and tv2
Values describing the second set of texture coordinates of the vertex.

Remarks

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 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.

See Also

D3DVERTEX, D3DVERTEX2, D3DTLVERTEX