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D3DMSHADEMODE

A version of this page is also available for

Windows Embedded CE 6.0 R3

4/8/2010

This enumeration provides values that describe the type of shading model to use when rendering a primitive. These values are used in the D3DMRS_SHADEMODE render state (see D3DMRENDERSTATETYPE).

Syntax

typedef enum _D3DMSHADEMODE {
  D3DMSHADE_FLAT        = 1,
  D3DMSHADE_GOURAUD     = 2,
  D3DMSHADE_FORCE_ULONG = 0x7fffffff,
} D3DMSHADEMODE;

Elements

  • D3DMSHADE_FLAT
    Indicates flat shading. The diffuse and specular colors from the first vertex of the primitive are used for all pixels in the primitive. All fog values are always interpolated.
  • D3DMSHADE_GOURAUD
    Indicates Gouraud shading. The driver will interpolate values based on the capability bits it sets in ShadeCaps member of the D3DMCAPS structure. If the capability bit for a particular color component is not set, shading reverts back to DeDMSHADE_FLAT for that component only.
  • D3DMSHADE_FORCE_ULONG
    Forces the compiler to interpret the enumeration as a ULONG value. This value is not used directly in Direct3D Mobile programming.

Remarks

The first vertex of a triangle for flat shading mode is defined in the following manner.

  • For a triangle list, the first vertex of the triangle i is i * 3.
  • For a triangle strip, the first vertex of the triangle i is vertex i.
  • For a triangle fan, the first vertex of the triangle i is vertex i + 1.

Requirements

Header d3dmtypes.h
Windows Embedded CE Windows CE 5.0 and later
Windows Mobile Windows Mobile Version 5.0 and later

See Also

Reference

Direct3D Mobile Enumerations
D3DMRENDERSTATETYPE
D3DMCAPS

Concepts

Interpolation