# d3d_model_vertex_normal

## Defines a vertex for a primitive in 3D along
with its corresponding normal.

### Syntax:

d3d_model_vertex_normal(ind, x, y, z, nx, ny,
nz)

Argument |
Description |

ind |
The index of the model to add the primitive to. |

x |
The x coordinate of the vertex. |

y |
The y coordinate of the vertex. |

z |
The z coordinate of the vertex. |

xn |
The x component of the normal vector. |

yn |
The y component of the normal vector. |

zn |
The z component of the normal vector. |

**Returns:** N/A

### Description

This function defines the position of a primitive vertex for a
model, and assigns a normal to that vertex for the purposes of
lighting. The final look of the model will depend on the primitive
type chosen to draw, the order with which you add the vertexes to
it, and the normal that you define for it as well as the lighting.
See `d3d_model_primitive_begin`
for more information on primitives. To end and draw the primitive
you must call `d3d_model_primitive_end`.

### Example:

m = d3d_model_create();

d3d_model_primitive_begin(m, pr_trianglelist);

d3d_model_vertex_normal(m, -128, 0, -48, 0, 0.5, -0.5);

d3d_model_vertex_normal(m, -128, 96, 48, 0, 0.5, -0.5);

d3d_model_vertex_normal(m, 128, 0, -48, 0, 0.5, -0.5);

d3d_model_vertex_normal(m, 128, 0, -48, 0, 0.5, -0.5);

d3d_model_vertex_normal(m, -128, 96, 48, 0, 0.5, -0.5);

d3d_model_vertex_normal(m, 128, 96, 48, 0, 0.5, -0.5);

d3d_model_primitive_end(m);

The above code will add a sloped rectangle with the correct
normal vectors for lighting to the selected model.

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