Syntax
public const string enginedll = @"engine.dll";
public const string enginedll = @"engine.dll";
public static UInt32 GetVertexColorAmbient(Int64 model, ref float vertexBuffer, Int64 vertexIndex, Int64 setting)
{
UInt32 ambient = 0, diffuse = 0, emissive = 0, specular = 0;
GetVertexColor(model, ref vertexBuffer, vertexIndex, setting, out ambient, out diffuse, out emissive, out specular);
return ambient;
}
public const string enginedll = @"engine.dll";
public static UInt32 GetVertexColorAmbient(Int64 model, ref double vertexBuffer, Int64 vertexIndex, Int64 setting)
{
UInt32 ambient = 0, diffuse = 0, emissive = 0, specular = 0;
GetVertexColor(model, ref vertexBuffer, vertexIndex, setting, out ambient, out diffuse, out emissive, out specular);
return ambient;
}
Property model
Size: 64 bit / 8 byte (value)
The handle to the model. The model handle is static during its existance. Several models can be opened simultaniously within one session. Different models are always independent, threads are allowed to be running on different models simultaniously.
Property vertexBuffer
Size: 64 bit / 8 byte (reference)
The array of vertices, this array is allocated by the host application. Depending on SetFormat() the array exists of 32 bit (4 byte) single precision floats or 64 bit (8 byte) double precision floats. Each vertex elements exists of several elemens, i.e. X, Y, Z values, but optionally also nX, nY, nZ, texture coordinates, bitangent / binormal coordinates, colors etc. What is contained is defined by SetFormat() and can be retrieved via GetFormat(). The host application has to make sure enough memory is allocated for the vertexBuffer array.
Property vertexIndex
Size: 64 bit / 8 byte (value)
The index in the vertex buffer.
Property setting
Size: 64 bit / 8 byte (value)
The setting is the data that is defined for bitwise operations, only bits set in the mask will be relevant.