d3d_model_vertex_normal_texture_colour(ind, x, y, z, nx, ny, nz, xtex, ytex, 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. |
xtex | Starting x coordinate within the texture (0 - 1). |
ytex | Starting y coordinate within the texture (0 - 1). |
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 primitive vertex for a model, assigns a normal to that vertex for the purposes of lighting and then assigns a texture as well as a blend colour and alpha transparency. 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_texture_colour(-128, 0, -48, 0, 0.5, -0.5, 0, 0, c_lime, 0.5);
d3d_model_vertex_normal_texture_colour(-128, 96, 48, 0, 0.5, -0.5, 1, 0, c_lime, 0.5);
d3d_model_vertex_normal_texture_colour(128, 0, -48, 0, 0.5, -0.5, 0, 0.5, c_lime, 0.5);
d3d_model_vertex_normal_texture_colour(128, 0, -48, 0, 0.5, -0.5, 1, 0.5, c_lime, 0.5);
d3d_model_vertex_normal_texture_colour(-128, 96, 48, 0, 0.5, -0.5, 0, 1, c_lime, 0.5);
d3d_model_vertex_normal_texture_colour(128, 96, 48, 0, 0.5, -0.5, 1, 1, c_lime, 0.5);
d3d_model_primitive_end(m);
The above code will add a textured, sloped rectangle with the correct normal vectors for lighting, blended green and with a semi-transparent alpha to the selected model.