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    TDx_3DI_Library v2.00 Component Reference

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    [ TD3DPrimCaps::ShadeCaps ]     [ next: Size ]     [ prev: RasterCaps ]

    public:

        __property dword ShadeCaps = { read=FGetShadeCaps, write=FSetShadeCaps, default=0 };




    -= Go to the TD3DPrimCaps description =-    TD3DPRIMCAPS::SHADECAPS   [ component property ]

    • Description

        The ShadeCaps property indicate the shading operations that the device is capable of performing.
        The described effect applies when the flag is set.

        Flat shade mode uses the specular and color component of the first vertex in a triangle to shade the whole face.
        Gouraud shade mode interpolates the color and intensity of adjacent vertices across the space that separates them in a linear fashion.
        Phong shade mode calculates the appropriate shade value for each pixel but is not yet supported in DirectX.
        Monochrome shading modes use the specular component's blue channel for the white intensity.
        Any commands the device supports are assumed to also support the flat shading mode.
        When a mode doesn't support alpha components, alpha is interpreted as being at maximum intensity (255).

        The color, specular highlights, fog, and alpha interpolants of a triangle each have capability flags that an application can use to find out how they are implemented by the device driver. These are modified by the shading mode, color model, and whether the alpha component of a color is blended or stippled.
    • Flags

        D3DPSHADECAPS_ALPHAFLATBLEND
        Support for an alpha component when flat shade mode blending is available.
        The alpha component of the first vertex is used for the entire primitive.

        D3DPSHADECAPS_ALPHAFLATSTIPPLED
        Support for an alpha component when flat shade mode stippling is available.
        The alpha component of the first vertex is used for the entire primitive.

        D3DPSHADECAPS_ALPHAGOURAUDBLEND
        Support for an alpha component when gouraud shade mode blending is available.
        The alpha component of adjacent vertices is interpolated across the space between them in a linear fashion.

        D3DPSHADECAPS_ALPHAGOURAUDSTIPPLED
        Support for an alpha component when gouraud shade mode stippling is available.
        The alpha component of adjacent vertices is interpolated across the space between them in a linear fashion.

        D3DPSHADECAPS_ALPHAPHONGBLEND
        Support for an alpha component when phong shade mode blending is available.
        The alpha component of each pixel is calculated individually.

        Phong shading is not available in Dx7.

        D3DPSHADECAPS_ALPHAPHONGSTIPPLED
        Support for an alpha component when phong shade mode stippling is available.
        The alpha component of each pixel is calculated individually.

        Phong shading is not available in Dx7.

        D3DPSHADECAPS_COLORFLATMONO
        Support for monochrome flat shade mode blending is available.
        The blue component of the first vertex is used as a greyscale value for the entire primitive.

        D3DPSHADECAPS_COLORFLATRGB
        Support for colored flat shade mode blending is available.
        The color components of the first vertex are used for the entire primitive.

        D3DPSHADECAPS_COLORGOURAUDMONO
        Support for monochrome gouraud shade mode blending is available.
        The blue component of adjacent vertices is used as a greyscale value and interpolated across the space between them in a linear fashion.

        D3DPSHADECAPS_COLORGOURAUDRGB
        Support for color gouraud shade mode blending is available.
        The color components of adjacent vertices are interpolated across the space between them in a linear fashion.


        D3DPSHADECAPS_COLORPHONGMONO
        Support for monochrome phong shade mode blending is available.
        The greyscale value of each pixel is calculated individually.

        Phong shading is not available in Dx7.

        D3DPSHADECAPS_COLORPHONGRGB
        Support for color phong shade mode blending is available.
        The color components of each pixel are calculated individually.

        Phong shading is not available in Dx7.

        D3DPSHADECAPS_FOGFLAT
        Support for fog when using the flat shading mode is available.

        D3DPSHADECAPS_FOGGOURAUD
        Support for fog when using the gouraud shading mode is available.


        D3DPSHADECAPS_FOGPHONG
        Support for fog when using the phong shading mode is available.

        Phong shading is not available in Dx7.

        D3DPSHADECAPS_SPECULARFLATMONO
        Support for monochrome specular highlights when using the flat shade mode is available.

        D3DPSHADECAPS_SPECULARFLATRGB
        Support for colored specular highlights when using the flat shade mode is available.

        D3DPSHADECAPS_SPECULARGOURAUDMONO
        Support for monochrome specular highlights when using the gouraud shade mode is available.

        D3DPSHADECAPS_SPECULARGOURAUDRGB
        Support for colored specular highlights when using the gouraud shade mode is available.

        D3DPSHADECAPS_SPECULARPHONGMONO
        Support for monochrome specular highlights when using the phong shade mode is available.

        Phong shading is not available in Dx7.

        D3DPSHADECAPS_SPECULARPHONGRGB
        Support for colored specular highlights when using the phong shade mode is available.

        Phong shading is not available in Dx7.

    • See Also
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