PRB: Direct3D Spotlight Range Attenuation Different in DX5/DX6
Article ID: 196371
Article Last Modified on 2/23/2007
APPLIES TO
- Microsoft Windows 2000 Server
- Microsoft Windows 2000 Advanced Server
- Microsoft Windows 2000 Professional Edition
- Microsoft DirectX Software Development Kit
- Microsoft DirectX 5.0
- Microsoft DirectX 5.0
- Microsoft DirectX 6.0
This article was previously published under Q196371
SYMPTOMS
There are applications that behave differently under DirectX 5.0 and
DirectX 6.0 when you use spotlight range attenuation in Direct3D Retained
Mode.
CAUSE
The "view-dependent specular highlighting" option was turned on in DirectX
5.0 by default and turned off in DirectX 6.0. This change should not affect
any applications developed using DirectX 5.0.
RESOLUTION
If you are going to use spotlight range attenuation in your application,
make sure that you set the following render mode to ensure that you get the
correct behavior on all versions of Direct3D Retained Mode without relying
on the default values:
IDirect3DRMDevice2 : D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR
Without this flag, your application might behave differently depending on
which version of DirectX is installed.
STATUS
Microsoft has confirmed this to be a problem in the Microsoft products
listed at the beginning of this article.
Keywords: kbdirect3drm kbprb KB196371