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speewave

Lighting and D3DXSprite

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Is it possible to do Per-Vertex Lighting Using D3DXSprite or am i better off Creating a quad?

Some places say no because it skips the TnL Phase... others say Yes because its a helper class for quads with some other optimizations(i was googling)?

I'm Waiting for my VS2010 EE\DXSDK 6/10 Downloads or i would experiment myself

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I pretty sure the answer is no. DirectX uses the FFPipeline (or the shader emulated version) under the hood with DXSprite, so you can't use shaders, which you would need for per pixel lighting.

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