d3d_model_vertex_normal_colour(x, y, z, nx, ny, nz, col, alpha)
Argument | Description |
---|---|
ind | The index of the model to add the primitive to. |
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). |
zn | The alpha of the vertex (0 - 1). |
Returns: N/A
This function defines the position of a primitive vertex for a
model, 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 model 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_model_primitive_begin
for more information on primitives. To end and draw the primitive
you must call d3d_model_primitive_end.
m = d3d_model_create();
d3d_model_primitive_begin(m, pr_trianglelist);
d3d_model_vertex_normal_colour(m, -128, 0, -48, 0, 0.5, -0.5,
c_red, 0.5);
d3d_model_vertex_normal_colour(m, -128, 96, 48, 0, 0.5, -0.5,
c_red, 0.5);
d3d_model_vertex_normal_colour(m, 128, 0, -48, 0, 0.5, -0.5, c_red,
0.5);
d3d_model_vertex_normal_colour(m, 128, 0, -48, 0, 0.5, -0.5, c_red,
0.5);
d3d_model_vertex_normal_colour(m, -128, 96, 48, 0, 0.5, -0.5,
c_red, 0.5);
d3d_model_vertex_normal_colour(m, 128, 96, 48, 0, 0.5, -0.5, c_red,
0.5);
d3d_model_primitive_end(m);
The above code will add 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 to the selected model.