   what does it mean by materials in directx?
  what does it mean by materials in directx?i tried to google it but i can't find an answer   
  In the DirectX FFP, materials (such as D3DMATERIAL9 in DirectX 9) are used to determine how an object is rendered when lighting is enabled (turned on.)To render lighted objects, one or more lights are defined, each with their own type (such as directional or spot), colors (diffuse, ambient, and specular) and other parameters (such as range, attenuation, etc.).When you render an object with lighting enabled, you can change the way the object appears when light falls on it by setting its material properties.Different materials (real materials such as skin, metal, cloth) each reflects light in its own way. Cloth is dull (no specular highlights); metal is shiny (obvious specular highlights); radioactive materials may glow (emissive). Included in the material is ambient, which is just a little different - that's the color the object will have when light is not falling on it, it's "default" color. Emissive is the color of light with which the object "shines" on its own, whether light is falling on it or not.By setting the color values in a D3DMATERIAL structure (diffuse, ambient, etc.), and setting that material in the device before the object is rendered, you can render objects that appear more like the real materials they're intended to simulate.I don't know what version of DirectX you're using, but, for instance, you can look at the documentation for D3DMATERIAL9 and D3DLIGHT9 to learn a bit more about how to use materials.You can also google for "diffuse light," "ambient light," etc., to get a better idea of what the light and material parameters are intended to simulate.   ;  thanks =)   