www.pudn.com > Fog_D3D.zip > vertex_types.h
#ifndef VERTEX_TYPES_H
#define VERTEX_TYPES_H
/*
Below we define our vertex type will use for this tutorial. At the bottom of this file
is a refresher chart of the "master layout" a D3D vertex must adhere to (admit it, you
forgot already :)
*/
// Here is our D3DFVF define (flag). Our vertex type contains a (x,y,z) position (in world space)
// and a color
#define SVertexType D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL
// Our vertex struct
struct SVertex
{
float x, y, z; // Our position in space (world coordinates)
float nx, ny, nz; // Our normal vector
DWORD color; // Our diffuse color
};
// FVF Vertex Order
// This is the grand master order that all D3D Vertices must adhere to
/*
float x, y, z; // Position (untransformed or transformed)
float w; // The reciprocal homogeneous component
float blend1, blend2, blend3; // Blending weight data
float vnX, vnY, vnZ; // The vertex normal for untransformed vertices only
float ptSize; // The vertex point size
DWORD diffuseColor; // The diffuse color in ARGB
DWORD specularColor; // The specular color in ARGB
float u1, v1; // Texture coordinates (Set 1)
float u2, v2; // Texture coordinates (Set 2)
float u3, v3; // Texture coordinates (Set 3)
float u4, v4; // Texture coordinates (Set 4)
float u5, v5; // Texture coordinates (Set 5)
float u6, v6; // Texture coordinates (Set 6)
float u7, v7; // Texture coordinates (Set 7)
float u8, v8; // Texture coordinates (Set 8)
*/
#endif