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TS3DTK_VERTEX_LIT
A vertex with color information without texture coordinates.
Declaration:
TS3DTK_VERTEX_LIT = record
X: TS3DTKVALUE;
Y: TS3DTKVALUE;
Z: TS3DTKVALUE;
W: TS3DTKVALUE;
B: BYTE;
G: BYTE;
R: BYTE;
A: BYTE;
end;
Fields:
- X - X coordinate in screen space (pixels). Remember that TS3DTKVALUE is a floating point type - vertices can lie "between" pixels. This must be a value between 0 to 4095, inclusive.
- Y - Y coordinate in screen space. Similar to X. Also must be between 0 to 4095.
- Z - Z value to use for z buffering. Only 16bit zbuffers are supported so this must be a value between 0 to 65535.
- W - Ignored.
- B - Blue component for the color.
- G - Green component for the color.
- R - Red component for the color.
- A - Alpha component for the color, used for alpha blending and fog density.
Description:
This record is used to draw triangles without any texture applied to them (ie. gouraud shading). The W field is ignored and only exists so that the same vertex data can be used for both textured and untextured rendering.
Unit: S3DTK
See Also:
TS3DTK_VERTEX_TEX
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