d3d_vertex_normal(x, y, z, nx, ny, nz, col, alpha)
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. |
col | The colour to blend with the vertex (c_white or -1 is no blend). |
alpha | The alpha of the vertex (0 - 1). |
Returns: N/A
This function defines the position of a vertex for a primitive,
assigns a normal to that vertex for the purposes of lighting, and
permits you to set a blend colour and an alpha value too. 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_colour(-128, 0, -48, 0, 0.5, -0.5, c_red,
0.5);
d3d_vertex_normal_colour(-128, 96, 48, 0, 0.5, -0.5, c_red,
0.5);
d3d_vertex_normal_colour(128, 0, -48, 0, 0.5, -0.5, c_red,
0.5);
d3d_vertex_normal_colour(128, 0, -48, 0, 0.5, -0.5, c_red,
0.5);
d3d_vertex_normal_colour(-128, 96, 48, 0, 0.5, -0.5, c_red,
0.5);
d3d_vertex_normal_colour(128, 96, 48, 0, 0.5, -0.5, c_red,
0.5);
d3d_primitive_end();
The above code will draw a sloped rectangle with the correct normal vectors for lighting, blended with the colour red and made semi-transparent with an alpha value of 0.5.