#ifndef STDVERTS_H_INCLUDED
#define STDVERTS_H_INCLUDED
//////////////////////////
// Old directx7-style vertices
typedef struct _D3DTLVERTEX {
float sx, sy; // screen position
float sz; // Z-buffer depth
float rhw; // reciprocal homogeneous W
DWORD color; // diffuse color
float tu, tv; // texture coordinates
} D3DTLVERTEX, *LPD3DTLVERTEX;
#define D3DFVF_TLVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
typedef struct _D3DLVERTEX {
float x,y,z; // world coordinates
DWORD color; // diffuse color
float tu, tv; // texture coordinates
} D3DLVERTEX, *LPD3DLVERTEX;
#define D3DFVF_LVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
typedef struct _D3DVERTEX {
float x,y,z; // world coordinates
float nx,ny,nz; // vertex normal
float tu, tv; // texture coordinates
} D3DVERTEX, *LPD3DVERTEX;
#define D3DFVF_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)
//////////////////////////
// My own types..
typedef struct _D3DPLVERTEX {
float x,y,z; // world coordinates
float psize; // point size
DWORD color; // diffuse color
} D3DPLVERTEX, *LPD3DPLVERTEX;
#define D3DFVF_PLVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_PSIZE )
typedef struct _D3DPTLVERTEX {
float sx,sy; // screen position
float sz; // Z-buffer depth
float rhw; // reciprocal homogeneous W
float psize; // point size
DWORD color; // diffuse color
} D3DPTLVERTEX, *LPD3DPTLVERTEX;
#define D3DFVF_PTLVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_PSIZE )
#endif