typedef struct sVertex
{
float x, y, z;
float nx, ny, nz;
D3DCOLOR Diffuse;
} sVertex;
When the light is on, my material takes over and displays red. When the light is off, my diffuse color takes over. My question is:
Is there a way for the Material color and Diffuse color to "mix" per se when the light is on? When I have the light on, DirectX ignores my Diffuse color altogether. Just curious if there is a way to display both the material and diffuse colors together?
Diffuse and Material/Lights?
Just a quick question to make sure I understand how all the basics work.
I''m going through all of Jim''s RPG cGraphics objects to make sure I understand it/them, and I''ve gotten past Materials and Lights (well, I think I have).
My question is, I have the following Vertex Buffer described:
You can instruct the lighting to use your vertex diffuse or vertex specular or material color for each component via D3DRS_DIFFUSEMATERIALSOURCE, D3DRS_SPECULARMATERIALSOURCE, D3DRS_AMBIENTMATERIALSOURCE, and D3DRS_EMISSIVEMATERIALSOURCE. Mixing vertex diffuse and material colors is not possible. You could always look into using a shader, and using software shader emulation for non-shader cards. This way you can do whatever you want.
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