D3DMATERIALCOLORSOURCE

D3DMATERIALCOLORSOURCE enumeration

Defines the location at which a color or color component must be accessed for lighting calculations.

Syntax


typedef enum D3DMATERIALCOLORSOURCE { 
  D3DMCS_MATERIAL     = 0,
  D3DMCS_COLOR1       = 1,
  D3DMCS_COLOR2       = 2,
  D3DMCS_FORCE_DWORD  = 0x7fffffff
} D3DMATERIALCOLORSOURCE, *LPD3DMATERIALCOLORSOURCE;

Constants

D3DMCS_MATERIAL

Use the color from the current material.

D3DMCS_COLOR1

Use the diffuse vertex color.

D3DMCS_COLOR2

Use the specular vertex color.

D3DMCS_FORCE_DWORD

Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

These flags are used to set the value of the following render states in the D3DRENDERSTATETYPE enumerated type.

  • D3DRS_AMBIENTMATERIALSOURCE
  • D3DRS_DIFFUSEMATERIALSOURCE
  • D3DRS_EMISSIVEMATERIALSOURCE
  • D3DRS_SPECULARMATERIALSOURCE

Requirements

Header

D3D9Types.h

See also

D3DRENDERSTATETYPE

 

 

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