d3d_vertex_normal(x, y, z, nx, ny, nz)
Argument | Description |
---|---|
x | The x coordinate of the vertex. |
y | The y coordinate of the vertex. |
z | The z coordinate of the vertex. |
xn | The x component of the normal vector. |
yn | The y component of the normal vector. |
zn | The z component of the normal vector. |
Returns: N/A
This function defines the position of a vertex for a primitive,
and assigns a normal to that vertex for the purposes of lighting.
The final look of the primitive will depend on the primitive type
chosen to draw, the order with which you add the vertexes to it,
and the normal that you define for it as well as the lighting. See
d3d_primitive_begin
for more information on primitives. To end and draw the primitive
you must call d3d_primitive_end.
d3d_primitive_begin(pr_trianglelist);
d3d_vertex_normal(-128, 0, -48, 0, 0.5, -0.5);
d3d_vertex_normal(-128, 96, 48, 0, 0.5, -0.5);
d3d_vertex_normal(128, 0, -48, 0, 0.5, -0.5);
d3d_vertex_normal(128, 0, -48, 0, 0.5, -0.5);
d3d_vertex_normal(-128, 96, 48, 0, 0.5, -0.5);
d3d_vertex_normal(128, 96, 48, 0, 0.5, -0.5);
d3d_primitive_end();
The above code will draw a sloped rectangle with the correct normal vectors for lighting.