"SlimDX"
Used to link shader fragments at runtime.
ID3DXFragmentLinker
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Head" action.
Represents a "Control" action.
Represents a "Sprint" action.
Represents a "PassThrough" action.
Represents a "ShootHigh" action.
Represents a "ShootLow" action.
Represents a "Substitute" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Select" action.
Represents a "Special1" action.
Represents a "Player" action.
Represents a "Fake" action.
Represents a "Pass" action.
Represents a "Shoot" action.
Represents a "Bend" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the soccer offense genre.
Contains action mapping constants for soccer offense games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "GoalieCharge" action.
Represents a "Clear" action.
Represents a "Head" action.
Represents a "Foul" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Slide" action.
Represents a "Select" action.
Represents a "Special" action.
Represents a "Player" action.
Represents a "Fake" action.
Represents a "Steal" action.
Represents a "Block" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the soccer defense genre.
Contains action mapping constants for soccer defense games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Slower" link.
Represents a "Faster" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Zoom" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Special2" action.
Represents a "Select" action.
Represents a "Special1" action.
Represents a "Camera" action.
Represents a "Crouch" action.
Represents a "Jump" action.
Represents a "Speed" action.
Represents a "Turn" action.
Represents the skiing genre.
Contains action mapping constants for skiing games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Timeout" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Select" action.
Represents a "Special" action.
Represents a "Smash" action.
Represents a "Backswing" action.
Represents a "Swing" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the racquet genre.
Contains action mapping constants for racquet games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "BrakeButton" link.
Represents a "Slower" link.
Represents a "Faster" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Brake" action.
Represents a "Zoom" action.
Represents a "Scroll" action.
Represents a "Menu" action.
Represents a "Special2" action.
Represents a "Select" action.
Represents a "Special1" action.
Represents a "Camera" action.
Represents a "Jump" action.
Represents a "Pedal" action.
Represents a "Turn" action.
Represents the mountain biking genre.
Contains action mapping constants for mountain biking games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "RotateRight" link.
Represents a "RotateLeft" link.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "FireSecondary" action.
Represents a "Jump" action.
Represents a "Crouch" action.
Represents a "Rotate" action.
Represents a "Display" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Special" action.
Represents a "Map" action.
Represents a "Call" action.
Represents a "Binocular" action.
Represents a "Weapon" action.
Represents a "Aim" action.
Represents a "Fire" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the hunting genre.
Contains action mapping constants for hunting games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Timeout" action.
Represents a "Strategy" action.
Represents a "Zoom" action.
Represents a "Scroll" action.
Represents a "Menu" action.
Represents a "Fake" action.
Represents a "Special" action.
Represents a "Burst" action.
Represents a "Pass" action.
Represents a "Shoot" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the hockey offense genre.
Contains action mapping constants for hockey offense games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Timeout" action.
Represents a "Strategy" action.
Represents a "Zoom" action.
Represents a "Scroll" action.
Represents a "Menu" action.
Represents a "Block" action.
Represents a "Steal" action.
Represents a "Poke" action.
Represents a "Pass" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the hockey goalie genre.
Contains action mapping constants for hockey goalie games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Timeout" action.
Represents a "Strategy" action.
Represents a "Zoom" action.
Represents a "Scroll" action.
Represents a "Menu" action.
Represents a "Fake" action.
Represents a "Block" action.
Represents a "Burst" action.
Represents a "Steal" action.
Represents a "Player" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the hockey defense genre.
Contains action mapping constants for hockey defense games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Timeout" action.
Represents a "Zoom" action.
Represents a "Scroll" action.
Represents a "Menu" action.
Represents a "Flyby" action.
Represents a "Terrain" action.
Represents a "Down" action.
Represents a "Up" action.
Represents a "Select" action.
Represents a "Swing" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the golf genre.
Contains action mapping constants for golf games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Audible" action.
Represents a "Motion" action.
Represents a "FakeSnap" action.
Represents a "Menu" action.
Represents a "Fake" action.
Represents a "Pass" action.
Represents a "Slide" action.
Represents a "Jump" action.
Represents a "Snap" action.
Represents a "Select" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the football quarterback genre.
Contains action mapping constants for football quarterback games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Menu" action.
Represents a "Help" action.
Represents a "Select" action.
Represents a "Play" action.
Represents the football genre.
Contains action mapping constants for football games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Zoom" action.
Represents a "Dive" action.
Represents a "Turbo" action.
Represents a "Shoulder" action.
Represents a "Juke" action.
Represents a "Menu" action.
Represents a "Spin" action.
Represents a "Throw" action.
Represents a "RightArm" action.
Represents a "LeftArm" action.
Represents a "Jump" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the football offense genre.
Contains action mapping constants for football offense games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Zoom" action.
Represents a "Audible" action.
Represents a "Rip" action.
Represents a "BullRush" action.
Represents a "Swim" action.
Represents a "Spin" action.
Represents a "Menu" action.
Represents a "SuperTackle" action.
Represents a "Fake" action.
Represents a "Tackle" action.
Represents a "Jump" action.
Represents a "Select" action.
Represents a "Play" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the football defense genre.
Contains action mapping constants for football defense games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "RotateRight" link.
Represents a "RotateLeft" link.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Jump" action.
Represents a "Crouch" action.
Represents a "Rotate" action.
Represents a "Display" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Map" action.
Represents a "Bait" action.
Represents a "Binocular" action.
Represents a "Type" action.
Represents a "Cast" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the fishing genre.
Contains action mapping constants for fishing games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Timeout" action.
Represents a "Post" action.
Represents a "Jab" action.
Represents a "Play" action.
Represents a "Screen" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Call" action.
Represents a "Burst" action.
Represents a "Player" action.
Represents a "Special" action.
Represents a "Fake" action.
Represents a "Pass" action.
Represents a "Dunk" action.
Represents a "Shoot" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the basketball offense genre.
Contains action mapping constants for basketball offense games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Substitute" action.
Represents a "Timeout" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Play" action.
Represents a "Burst" action.
Represents a "Player" action.
Represents a "Special" action.
Represents a "Fake" action.
Represents a "Steal" action.
Represents a "Jump" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the basketball defense genre.
Contains action mapping constants for bsketball defense games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Look" action.
Represents a "Walk" action.
Represents a "Menu" action.
Represents a "Fake" action.
Represents a "Throw" action.
Represents a "Base" action.
Represents a "Pitch" action.
Represents a "Select" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the baseball pitching genre.
Contains action mapping constants for baseball pitching games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "AimRight" link.
Represents a "AimLeft" link.
Represents a "ShiftOut" action.
Represents a "ShiftIn" action.
Represents a "Menu" action.
Represents a "Dive" action.
Represents a "Jump" action.
Represents a "Burst" action.
Represents a "Throw2" action.
Represents a "Throw1" action.
Represents a "Nearest" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the baseball fielding genre.
Contains action mapping constants for baseball fielding games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Box" action.
Represents a "NoSteal" action.
Represents a "Menu" action.
Represents a "Contact" action.
Represents a "Slide" action.
Represents a "Burst" action.
Represents a "Steal" action.
Represents a "Bunt" action.
Represents a "Power" action.
Represents a "Normal" action.
Represents a "Select" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the baseball batting genre.
Contains action mapping constants for baseball batting games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Display" action.
Represents a "Map" action.
Represents a "Zoom" action.
Represents a "Menu" action.
Represents a "Turn" action.
Represents a "Team" action.
Represents a "Apply" action.
Represents a "Instruct" action.
Represents a "Select" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the turn based genre.
Contains action mapping constants for turn based games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "RotateRight" link.
Represents a "RotateLeft" link.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Rotate" action.
Represents a "Display" action.
Represents a "Map" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Jump" action.
Represents a "Crouch" action.
Represents a "Cast" action.
Represents a "Attack" action.
Represents a "Select" action.
Represents a "Apply" action.
Represents a "Get" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the role playing genre.
Contains action mapping constants for role playing games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "GlanceDown" link.
Represents a "GlanceUp" link.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "TurnRight" link.
Represents a "TurnLeft" link.
Represents a "Slower" link.
Represents a "Faster" link.
Represents a "Backward" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "FireSecondary" action.
Represents a "Gear" action.
Represents a "Lower" action.
Represents a "Raise" action.
Represents a "Display" action.
Represents a "View" action.
Represents a "Rotate" action.
Represents a "Climb" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Target" action.
Represents a "Weapons" action.
Represents a "Fire" action.
Represents a "Throttle" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the space combat genre.
Contains action mapping constants for space combat games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "GlanceDown" link.
Represents a "GlanceUp" link.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "Slower" link.
Represents a "Faster" link.
Represents a "FireSecondary" action.
Represents a "Gear" action.
Represents a "View" action.
Represents a "Counter" action.
Represents a "Throttle" action.
Represents a "Torque" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Target" action.
Represents a "Weapons" action.
Represents a "Fire" action.
Represents a "Collective" action.
Represents a "Pitch" action.
Represents a "Bank" action.
Represents the helicopter combat genre.
Contains action mapping constants for helicopter combat games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "GlanceDown" link.
Represents a "GlanceUp" link.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "Slower" link.
Represents a "Faster" link.
Represents a "Brake" link.
Represents a "FlapsDown" action.
Represents a "FlapsUp" action.
Represents a "Flaps" action.
Represents a "Rudder" action.
Represents a "Brake" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Gear" action.
Represents a "Display" action.
Represents a "View" action.
Represents a "Throttle" action.
Represents a "Pitch" action.
Represents a "Bank" action.
Represents the civilian flight genre.
Contains action mapping constants for civilian flight games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "GlanceDown" link.
Represents a "GlanceUp" link.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "Slower" link.
Represents a "Faster" link.
Represents a "Brake" link.
Represents a "Gear" action.
Represents a "FireSecondary" action.
Represents a "FlapsDown" action.
Represents a "FlapsUp" action.
Represents a "Flaps" action.
Represents a "Display" action.
Represents a "View" action.
Represents a "Brake" action.
Represents a "Rudder" action.
Represents a "Counter" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Target" action.
Represents a "Weapons" action.
Represents a "Fire" action.
Represents a "Throttle" action.
Represents a "Pitch" action.
Represents a "Bank" action.
Represents the air combat genre.
Contains action mapping constants for air combat games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "RotateRight" link.
Represents a "RotateLeft" link.
Represents a "BarrelDown" link.
Represents a "BarrelUp" link.
Represents a "SteerRight" link.
Represents a "SteerLeft" link.
Represents a "Accelerate" link.
Represents a "FireSecondary" action.
Represents a "Brake" action.
Represents a "Dashboard" action.
Represents a "View" action.
Represents a "AccelerateAndBrake" action.
Represents a "Brake" action.
Represents a "Glance" action.
Represents a "Menu" action.
Represents a "Target" action.
Represents a "Weapons" action.
Represents a "Fire" action.
Represents a "Rotate" action.
Represents a "Accelerate" action.
Represents a "Barrel" action.
Represents a "Steer" action.
Represents the tank driving genre.
Contains action mapping constants for tank driving games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "SteerRight" link.
Represents a "SteerLeft" link.
Represents a "Accelerate" link.
Represents a "Pit" action.
Represents a "Boost" action.
Represents a "Map" action.
Represents a "Aids" action.
Represents a "Dashboard" action.
Represents a "Brake" action.
Represents a "Glance" action.
Represents a "AccelerateAndBrake" action.
Represents a "Menu" action.
Represents a "View" action.
Represents a "ShiftDown" action.
Represents a "ShiftUp" action.
Represents a "Brake" action.
Represents a "Accelerate" action.
Represents a "Steer" action.
Represents the racing genre.
Contains action mapping constants for racing games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Slower" link.
Represents a "Faster" link.
Represents a "RotateRight" link.
Represents a "RotateLeft" link.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "FireSecondary" action.
Represents a "View" action.
Represents a "Glance" action.
Represents a "Center" action.
Represents a "Menu" action.
Represents a "Jump" action.
Represents a "Zoom" action.
Represents a "Reverse" action.
Represents a "Target" action.
Represents a "Weapons" action.
Represents a "Fire" action.
Represents a "Throttle" action.
Represents a "Rotate" action.
Represents a "Torso" action.
Represents a "Steer" action.
Represents the mechanical fighting genre.
Contains action mapping constants for mechanical fighting games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "SteerRight" link.
Represents a "SteerLeft" link.
Represents a "Accelerate" link.
Represents a "FireSecondary" action.
Represents a "Brake" action.
Represents a "Aids" action.
Represents a "Dashboard" action.
Represents a "ShiftDown" action.
Represents a "ShiftUp" action.
Represents a "Glance" action.
Represents a "AccelerateAndBrake" action.
Represents a "Menu" action.
Represents a "Target" action.
Represents a "Weapons" action.
Represents a "Fire" action.
Represents a "Brake" action.
Represents a "Accelerate" action.
Represents a "Steer" action.
Represents the combat racing genre.
Contains action mapping constants for combat racing games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Digit9" action.
Represents a "Digit8" action.
Represents a "Digit7" action.
Represents a "Digit6" action.
Represents a "Digit5" action.
Represents a "Digit4" action.
Represents a "Digit3" action.
Represents a "Digit2" action.
Represents a "Digit1" action.
Represents a "Digit0" action.
Represents a "Adjust" action.
Represents a "DVD" action.
Represents a "Tuner" action.
Represents a "VCR" action.
Represents a "CD" action.
Represents a "Cable" action.
Represents a "TV" action.
Represents a "Slider2" action.
Represents a "Menu" action.
Represents a "Record" action.
Represents a "Change" action.
Represents a "Review" action.
Represents a "Cue" action.
Represents a "Play" action.
Represents a "Select" action.
Represents a "Mute" action.
Represents a "Slider" action.
Represents the remote genre.
Contains action mapping constants for remote controls.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Print" action.
Represents a "History" action.
Represents a "Previous" action.
Represents a "Next" action.
Represents a "Favorites" action.
Represents a "Home" action.
Represents a "Stop" action.
Represents a "Search" action.
Represents a "Menu" action.
Represents a "Refresh" action.
Represents a "View" action.
Represents a "Select" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the browser genre.
Contains action mapping constants for browser controls.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Display" action.
Represents a "RotateZ" action.
Represents a "RotateY" action.
Represents a "RotateX" action.
Represents a "HatSwitch" action.
Represents a "Menu" action.
Represents a "Special2" action.
Represents a "Special" action.
Represents a "Special1" action.
Represents a "Select" action.
Represents a "InOut" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the 3D control genre.
Contains action mapping constants for 3D objects in CAD.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Display" action.
Represents a "RotateZ" action.
Represents a "RotateY" action.
Represents a "RotateX" action.
Represents a "HatSwitch" action.
Represents a "Menu" action.
Represents a "Special2" action.
Represents a "Special" action.
Represents a "Special1" action.
Represents a "Select" action.
Represents a "InOut" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the 3D navigation genre.
Contains action mapping constants for 3D navigation in CAD.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Display" action.
Represents a "RotateZ" action.
Represents a "RotateY" action.
Represents a "RotateX" action.
Represents a "HatSwitch" action.
Represents a "Menu" action.
Represents a "Special2" action.
Represents a "Special" action.
Represents a "Special1" action.
Represents a "Select" action.
Represents a "InOut" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the 3D model genre.
Contains action mapping constants for 3D models in CAD.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "Display" action.
Represents a "RotateZ" action.
Represents a "HatSwitch" action.
Represents a "Menu" action.
Represents a "Special2" action.
Represents a "Special" action.
Represents a "Special1" action.
Represents a "Select" action.
Represents a "InOut" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the 2D control genre.
Contains action mapping constants for 2D objects in CAD.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "ViewRight" link.
Represents a "ViewLeft" link.
Represents a "ViewDown" link.
Represents a "ViewUp" link.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "View" action.
Represents a "Menu" action.
Represents a "Select" action.
Represents a "Special" action.
Represents a "Attack" action.
Represents a "Carry" action.
Represents a "Throw" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the side-to-side genre.
Contains action mapping constants for side-to-side arcade games.
Represents a "Pause" action.
Represents a "Device" action.
Represents a "ViewRight" link.
Represents a "ViewLeft" link.
Represents a "ViewDown" link.
Represents a "ViewUp" link.
Represents a "Back" link.
Represents a "Forward" link.
Represents a "Right" link.
Represents a "Left" link.
Represents a "FireSecondary" action.
Represents a "View" action.
Represents a "Menu" action.
Represents a "Select" action.
Represents a "Special" action.
Represents a "Crouch" action.
Represents a "Fire" action.
Represents a "Jump" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the platform genre.
Contains action mapping constants for platform arcade games.
Represents a "Glance" action.
Represents a "Pause" action.
Represents a "View" action.
Represents a "StepRight" action.
Represents a "StepLeft" action.
Represents a "Inventory" action.
Represents a "TurnRight" link.
Represents a "TurnLeft" link.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "GlanceUp" link.
Represents a "GlanceDown" link.
Represents a "Forward" link.
Represents a "Dodge" action.
Represents a "Device" action.
Represents a "Backward" link.
Represents a "Step" action.
Represents a "Select" action.
Represents a "Menu" action.
Represents a "Jump" action.
Represents a "Run" action.
Represents a "Use" action.
Represents a "Action" action.
Represents a "Turn" action.
Represents a "Move" action.
Represents the third person genre.
Contains action mapping constants for third person fighting games.
Represents a "Glance" action.
Represents a "Pause" action.
Represents a "RotateRight" link.
Represents a "RotateLeft" link.
Represents a "GlanceRight" link.
Represents a "GlanceLeft" link.
Represents a "GlanceUp" link.
Represents a "GlanceDown" link.
Represents a "Forward" link.
Represents a "FireSecondary" action.
Represents a "Dodge" action.
Represents a "Display" action.
Represents a "Device" action.
Represents a "Backward" link.
Represents a "SideStep" action.
Represents a "Weapons" action.
Represents a "Strafe" action.
Represents a "Select" action.
Represents a "Menu" action.
Represents a "Jump" action.
Represents a "Fire" action.
Represents a "Crouch" action.
Represents a "Apply" action.
Represents a "Rotate" action.
Represents a "Move" action.
Represents a "LookUpDown" action.
Represents the shooting genre.
Contains action mapping constants for first person shooter games.
Represents a "Slide" action.
Represents a "Select" action.
Represents a "Pause" action.
Represents a "Right" link.
Represents a "Left" link.
Represents a "Forward" link.
Represents a "Dodge" action.
Represents a "Display" action.
Represents a "Device" action.
Represents a "Backward" link.
Represents a "Rotate" action.
Represents a "Special2" action.
Represents a "Special1" action.
Represents a "Punch" action.
Represents a "Menu" action.
Represents a "Kick" action.
Represents a "Jump" action.
Represents a "Crouch" action.
Represents a "Block" action.
Represents a "Move" action.
Represents a "Lateral" action.
Represents the hand-to-hand genre.
Contains action mapping constants for Hand-To-Hand fighting games.
Release all references to device objects.
A result code.
Captures the relevant state to the state block.
A result code.
Applies the relevant state from the state block.
A result code.
Constructs a StateBlock object from a marshalled native pointer.
The native object pointer.
The StateBlock object for the native object.
Constructs a new StateBlock object.
The device to associate the state block with.
The mask describing which state properties are relevant to the state block.
Gets the device the object is bound to.
Japanese J3100 keyboard.
Japanese AX keyboard.
Japanese 106-key keyboard.
Japanese NEC PC98 106-key keyboard.
Japanese NEC PC98 laptop keyboard.
Japanse NEC PC98 keyboard.
Nokia 9140 keyboard.
Nokia 1050 keyboard.
IBM PC Enhanced 101/102-key keyboard or Microsoft Natural keyboard.
IBM PC/AT 84-key keyboard.
Olivetti 102-key keyboard.
IBM PC/XT 83-key keyboard.
Standard game pad that provides the minimum number of objects for
action mapping.
A yoke for flight simulators.
A joystick for flight simulators.
Flight device based upon a remote control for model aircraft.
Steering device that reports acceleration, break, and clutch pedal values from
separate axes.
Hand-held steering device.
Steering device that reports accelerations and break pedal values from separate axes.
Steering device that reports accelerations and break pedal values from a single axis.
Unknown subtype for a control device.
Device that must use its default configuration and cannot be remapped.
Control used to make communications selections.
Device with six degrees of freedom; that is, three lateral axes and three rotation axes.
Device designed for first-person person shooter games.
Unknown subtype for a first-person device.
A device that does not provide the minimum number of device objects for
action mapping.
Specifies the sub type of a DirectInput device.
Returns a value indicating whether the two ResourceRegions are equivalent.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
A to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
An object to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two ResourceRegions.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two ResourceRegions.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets the back boundary of the region.
Gets or sets the bottom boundary of the region.
Gets or sets the right boundary of the region.
Gets or sets the front boundary of the region.
Gets or sets the top boundary of the region.
Gets or sets the left boundary of the region.
Represents a 3D region of a resource's data.
Gets or sets he noise suppression parameters of a buffer.
Sets the enumerator to its initial position, which is before the first element in the collection.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundCaptureFXNoiseSuppress pointer.
The newly constructed object.
The NoiseSuppress object is used to set and retrieve parameters on a capture buffer that supports noise suppression. This object requires Microsoft Windows XP or later.
Closes an included file.
The previously opened include stream.
Opens and reads the contents of an included file.
Flags specifying the type of the include file.
Name of the include file to open.
When the method completes, contains a stream pointing to the include file.
Specifies an interface for handling #include directives in shader or effect files.
Applications use the methods of the StateBlock class to encapsulate render states.
IDirect3DStateBlock9
True if the AEC algorithm ever loses convergence.
True if the AEC algorithm has converged.
True if the AEC algorithm is currently converged.
True if the AEC algorithm is in the uninitialized state.
Operation mode.
Boolean value that specifies whether to enable background comfort noise, which makes the capture signal sound more natural by preventing periods of dead silence. By default, background comfort noise is not enabled.
Boolean value that specifies whether the effect is enabled.
Sets the enumerator to its initial position, which is before the first element in the collection.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundCaptureFXAec pointer.
The newly constructed object.
The CaptureEffectAcousticEchoCancel object is used to set and retrieve parameters on a capture buffer that supports acoustic echo cancellation. This object requires Microsoft® Windows® XP or later operating systems.
Applications use the methods of the MatrixStack class to manipulate a matrix stack.
ID3DXMatrixStack
Minimum ratio of wet (processed) signal to dry (unprocessed) signal.
Maximum ratio of wet (processed) signal to dry (unprocessed) signal.
Default ratio of wet (processed) signal to dry (unprocessed) signal.
Triangle waveform shape of the LFO.
Sine waveform shape of the LFO.
Default waveform shape of the LFO. By default, the waveform is a sine.
Zero phase differential between left and right LFOs.
Negative 90 phase differential between left and right LFOs.
Negative 180 phase differential between left and right LFOs.
Minimum phase differential between left and right LFOs.
Maximum phase differential between left and right LFOs.
Default phase differential between left and right LFOs. The default value is Phase90.
Positive 90 phase differential between left and right LFOs.
Positive 180 phase differential between left and right LFOs.
Minimum frequency of the LFO.
Maximum frequency of the LFO.
Default frequency of the LFO. The default value is 1.1.
Minimum percentage of output signal to feed back into the effect's input.
Maximum percentage of output signal to feed back into the effect's input.
Default percentage of output signal to feed back into the effect's input. The default value is 25.
Minimum percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point.
Maximum percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point.
Default percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. The default value is 10.
Minimum number of milliseconds the input is delayed before it is played back.
Maximum number of milliseconds the input is delayed before it is played back.
Default number of milliseconds the input is delayed before it is played back. The default value is 50.
Ratio of wet (processed) signal to dry (unprocessed) signal.
Waveform shape of the LFO.
Phase differential between left and right LFOs.
Frequency of the LFO.
Percentage of output signal to feed back into the effect's input.
Percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point.
Number of milliseconds the input is delayed before it is played back.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXChorus pointer.
The newly constructed object.
The SoundEffectChorus object is used to set and retrieve effect parameters on a buffer that supports chorus.
Constructs a DepthStencilState object from a marshaled native pointer.
The native object pointer.
The DepthStencilState object for the native object.
Constructs a new DepthStencilState based on the specified description. If the description
is identical to that of an existing DepthStencilState object, the existing DepthStencilState object
is returned instead of a new instance.
The device to associate the state object with
The state description.
The DepthStencilState object.
Gets the state's description.
A state object defining the behavior of the depth and stencil test stages of the output merger.
Encapsulates the textures and resources needed to render a specific font on a specific device.
ID3DXFont
Creates a new instance of a sprite object from a user pointer.
The native user pointer to use for the sprite object. This should
be a pointer to an ID3DXSprite.
The newly created sprite object.
Initializes a new instance of a sprite object.
The device to use when creating the new sprite object.
D3DXCreateSprite
Provides a set of methods that simplify the process of drawing sprites.
ID3DXSprite
Minimum ratio of wet (processed) signal to dry (unprocessed) signal.
Maximum ratio of wet (processed) signal to dry (unprocessed) signal.
Default ratio of wet (processed) signal to dry (unprocessed) signal.
Sine waveform shape of the LFO. By default, the waveform is a sine.
Triangular waveform shape of the LFO. By default, the waveform is a sine.
Default waveform shape of the LFO. By default, the waveform is a sine.
Positive 90 phase differential between left and right LFOs.
Positive 180 phase differential between left and right LFOs.
Zero phase differential between left and right LFOs.
Negative 90 phase differential between left and right LFOs.
Negative 180 phase differential between left and right LFOs.
Minimum phase differential between left and right LFOs.
Maximum phase differential between left and right LFOs.
Default phase differential between left and right LFOs.
Minimum frequency of the LFO(low-frequency oscillator).
Maximum frequency of the LFO(low-frequency oscillator).
Default frequency of the LFO(low-frequency oscillator).
Minimum percentage of output signal to feed back into the effect's input.
Maximum percentage of output signal to feed back into the effect's input.
Default percentage of output signal to feed back into the effect's input.
Minimum percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point.
Maximum percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point.
Default percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point.
Minimum number of milliseconds the input is delayed before it is played back.
Maximum number of milliseconds the input is delayed before it is played back.
Default number of milliseconds the input is delayed before it is played back.
Ratio of wet (processed) signal to dry (unprocessed) signal. The default value is 50.
Waveform shape of the LFO. By default, the waveform is a sine.
Phase differential between left and right LFOs.
Frequency of the LFO. The default value is 0.25.
Percentage of output signal to feed back into the effect's input. The default value is -50.
Percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. The default value is 100.
Number of milliseconds the input is delayed before it is played back. The default value is 2 ms.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXFlanger pointer.
The newly constructed object.
The SoundEffectFlanger object is used to set and retrieve effect parameters on a buffer that supports flange.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFullDuplex pointer.
The newly constructed object.
Initializes a new instance of the class.
The FullDuplex object represents a full-duplex stream.
Minimum high-frequency reverb time ratio.
Maximum high-frequency reverb time ratio.
Default high-frequency reverb time ratio.
Minimum reverb time, in milliseconds.
Maximum reverb time, in milliseconds.
Default reverb time, in milliseconds.
Minimum reverb mix, in dB.
Maximum reverb mix, in dB.
Default reverb mix, in dB.
Minimum input gain of signal, in decibels (dB).
Maximum input gain of signal, in decibels (dB).
Default input gain of signal, in decibels (dB).
High-frequency reverb time ratio.
Reverb time, in milliseconds.
Reverb mix, in dB.
Input gain of signal, in decibels (dB), the default value is 0 dB.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXWavesReverb pointer.
The newly constructed object.
The SoundEffectWavesReverb object is used to set and retrieve effect parameters on a buffer that supports waves reverberation.
3-D output is mapped into normal left and right stereo panning. At 90 degrees to the left, the sound is coming out of only the left speaker; at 90 degrees to the right, sound is coming out of only the right speaker. The vertical axis is ignored except for scaling of volume due to distance. Doppler shift and volume scaling are still applied, but the 3-D filtering is not performed on this buffer. This is the most efficient software implementation, but provides no virtual 3-D audio effect.
The 3-D API is processed with the efficient 3-D audio algorithm. This algorithm gives a good 3-D audio effect, but uses fewer CPU cycles than Guid3DAlgorithmHrtfFull
The 3-D API is processed with the high quality 3-D audio algorithm. This algorithm gives the highest quality 3-D audio effect, but uses more CPU cycles.
Default 3-D algorithm
Contains system-defined identifiers for DirectSound 3-D Algorithms.
Waves reverberation effect
Standard Parametric equalizer effect
Standard Environmental reverberation effect
Standard Gargle effect
Standard Flanger effect
Standard Echo effect
Standard Distortion effect
Standard Compressor effect
Standard Chorus effect
Contains system-defined identifiers for DirectSound sound effects.
System default noise suppression capture effect
System default acoustic echo cancellation capture effect
Microsoft noise suppression capture effect
Microsoft acoustic echo cancellation capture effect
Noise suppression capture effect
Acoustic echo cancellation capture effect.
Contains system-defined identifiers for DirectSound capture effects.
Voice playback device.
Voice capture device.
Default audio playback device.
Default audio capture device.
All objects.
Contains system-defined identifiers for DirectSound default playback and capture devices.
Returns a value indicating whether the two BufferDescriptions are equivalent.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
A to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
An object to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two BufferDescriptions.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two BufferDescriptions.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Constructs a new BufferDescription object.
The size, in bytes, of the buffer.
Identifies the usage pattern for the buffer.
Specifies how the buffer will be bound to the pipeline.
Specifies how the buffer will be accessible from the CPU.
Specifies miscellaneous resource options.
Gets or sets the flags specifying miscellaneous resource options.
Gets or sets the flags specifying how the CPU will be allowed to access the buffer.
Gets or sets the flags specifying how the buffer is bound to the pipeline.
Gets or sets the intended usage pattern of the buffer.
Gets or sets the size, in bytes, of the buffer.
Describes a buffer resource.
Used to generalize the process of rendering to surfaces.
ID3DXRenderToSurface
Defines the attributes of a font.
D3DXFONT_DESC
Defines error result codes that are returned by DirectSound functions.
Minimum point at which compression begins, in decibels, in decibels (dB).
Maximum point at which compression begins, in decibels, in decibels (dB).
Default point at which compression begins, in decibels, in decibels (dB). The default value is -20 dB.
Minimum speed at which compression is stopped after input drops below Threshold, in miliseconds.
Maximum speed at which compression is stopped after input drops below Threshold, in miliseconds.
Default speed at which compression is stopped after input drops below Threshold, in miliseconds. The default value is 200 ms.
Minimum compression ratio.
Maximum compression ratio.
Default compression ratio. The default value is 3, which means 3:1 compression.
Minimum time after threshold is reached before attack phase is started, in milliseconds.
Maximum time after threshold is reached before attack phase is started, in milliseconds.
Default time after threshold is reached before attack phase is started, in milliseconds. The default value is 4 ms.
Minimum output gain of signal after compression, in decibels (dB).
Maximum output gain of signal after compression, in decibels (dB).
Default output gain of signal after compression, in decibels (dB). The default value is 0 dB.
Minimum time before compression reaches its full value, in decibels (dB).
Maximum time before compression reaches its full value, in decibels (dB).
Default time before compression reaches its full value, in decibels (dB). The default value is 10 ms.
Point at which compression begins, in decibels.
Compression ratio. The default value is 3, which means 3:1 compression.
Time after Threshold is reached before attack phase is started, in milliseconds.
Speed at which compression is stopped after input drops below Threshold.
Output gain of signal after compression.
Time before compression reaches its full value.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXCompressor pointer.
The newly constructed object.
The SoundEffectCompressor object is used to set and retrieve effect parameters on a buffer that supports compression.
Minimum gain.
Maximum gain.
Default gain.
Minimum bandwidth, in semitones.
Maximum bandwidth, in semitones.
Default bandwidth, in semitones.
Minimum center frequency, in hertz.
Maximum center frequency, in hertz.
Default center frequency, in hertz.
Gain, The default value is 0.
Bandwidth, in semitones. The default value is 12.
Center frequency, in hertz. This value cannot exceed one-third of the frequency of the buffer. The default value is 8000.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXParamEq pointer.
The newly constructed object.
The SoundEffectParametricEqualizer object is used to set and retrieve effect parameters on a buffer that supports parametric equalizer effects.
Provides scan codes for the specified Point-Of-View controller.
Provides scan codes for the specified slider.
Provides scan codes for the specified button.
The rotational X axis.
The rotational X axis.
The rotational X axis.
The rotational X axis.
The rotational X axis.
The rotational X axis.
Defines possible joystick object codes.
Refers to any button.
Refers to any point-of-view controller.
Refers to any point-of-view controller.
Refers to any point-of-view controller.
Refers to any point-of-view controller.
Refers to any z-axis.
Refers to any z-axis.
Refers to any y-axis.
Refers to any y-axis.
Refers to any x-axis.
Refers to any x-axis.
Refers to any v-axis.
Refers to any v-axis.
Refers to any u-axis.
Refers to any u-axis.
Refers to any s-axis.
Refers to any s-axis.
Refers to any r-axis.
Refers to any r-axis.
Refers to any clutch.
Refers to any clutch.
Refers to any brake.
Refers to any brake.
Refers to any accelerator.
Refers to any accelerator.
Refers to any axis.
Refers to any axis.
Refers to any axis.
Defines object codes that refer to any control type on a device.
An exception indicating that the appropriate DirectInput runtime could not be found or initialized.
Constructs a BlendState object from a marshaled native pointer.
The native object pointer.
The BlendState object for the native object.
Constructs a new BlendState based on the specified description. If the description
is identical to that of an existing BlendState object, the existing BlendState object
is returned instead of a new instance.
The device to associate the state object with
The state description.
The BlendState object.
Gets the state's description.
A state object defining the behavior of the pixel-blending stage of the output merger.
Maximum rolloff factor. The default value is (1.0).
Maximum Doppler factor. The default value is (1.0).
Maximum distance factor. The default value is (1.0).
Minimum rolloff factor. The default value is (1.0).
Minimum Doppler factor. The default value is (1.0).
Minimum distance factor. The default value is (1.0).
Default rolloff factor. The default value is (1.0).
Default Doppler factor. The default value is (1.0).
Default distance factor. The default value is (1.0).
Gets or sets the listener's velocity.
Gets or sets the listener's position.
Gets or sets the rolloff factor, which determines the rate of attenuation over distance.
Gets or sets the multiplier for the Doppler effect.
Gets or sets the distance factor, which is the number of meters in a vector unit.
Determines if settings are set immediately or deferred.
Describes the listener's top orientation.
Describes the listener's front orientation.
Commits any deferred settings made since the last call to this method.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSound3DListener pointer.
The newly constructed object.
Initializes a new instance of the class
with a previously created sound buffer.
The SlimDX::DirectSound::SoundBuffer object.
The Listener3D object is used to retrieve and set parameters that describe a listener's position, orientation, and listening environment in 3-D space.
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Initializes a new instance of the structure.
The X component.
The Y component.
The Z component.
The W component.
Initializes a new instance of the structure.
The value to set for the X, Y, Z, and W components.
Gets or sets the W component of the vector.
The W component of the vector.
Gets or sets the Z component of the vector.
The Z component of the vector.
Gets or sets the Y component of the vector.
The Y component of the vector.
Gets or sets the X component of the vector.
The X component of the vector.
Defines a four component vector, using half precision floating point coordinates.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundBuffer pointer.
The newly constructed object.
Initializes a new instance of the class.
Retrieves the position of the read cursor in the buffer. The capture cursor is ahead of the read cursor. The data after the read position up to and including the capture position is not necessarily valid data.
Retrieves the position of the capture cursor in the buffer. The capture cursor is ahead of the read cursor. The data after the read position up to and including the capture position is not necessarily valid data.
True if the buffer wave mapped.
The size, in bytes, of the capture buffer.
Retrieves the waveform format of the capture buffer.
True if the capture buffer is looping.
True if the buffer is currently capturing.
Stops the buffer so that it is no longer capturing data. If the buffer is not capturing, the method has no effect.
Begins capturing data into the buffer. If the buffer is already capturing, the method has no effect.
Write data to the capture buffer.
Reads data from the capture buffer.
Retrieves the status of capture effects.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundCaptureBuffer8 pointer.
The newly constructed object.
Initializes a new instance of the class.
The CaptureBuffer object is used to manipulate sound capture buffers.
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Initializes a new instance of the structure.
The X component.
The Y component.
The Z component.
Initializes a new instance of the structure.
The value to set for the X, Y, and Z components.
Gets or sets the Z component of the vector.
The Z component of the vector.
Gets or sets the Y component of the vector.
The Y component of the vector.
Gets or sets the X component of the vector.
The X component of the vector.
Defines a three component vector, using half precision floating point coordinates.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Gets the residency status of a list of resources.
The resources to query.
A list of residency status values, one for each entry in the input resources list. The result will be
null on failure.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDXGIDevice pointer.
The newly constructed object.
Gets the adapter associated with the device.
Gets or sets the device's GPU thread priority.
An object that produces image data.
Applications use the methods of the SwapChain9 class to manipulate a swap chain.
IDirect3DSwapChain9
Gets the unmanaged HMONITOR handle for the output.
Gets rotation performed by the output on a presented image.
Gets a value indicating whether the output is attached to the desktop.
Gets output's bounds in desktop coordinates.
Gets the output's name.
Describes various properties of an Output.
Gets the list of curve control point positions.
Gets a value indicating the minimum range of the curve control point positions.
Gets a value indicating the maximum range of the curve control point positions.
Gets a value indicating whether gamma scale and offset transformation is supported.
Describes gamma control capabilities.
Gets the list of RGB control points defining the gamma curve.
Gets or sets an offset applied to gamma RGB values.
Gets or sets a scaling factor applied to gamma RGB values.
Describes gamma control settings.
Optimizes the mesh data.
Flags indicating which optimizations to perform.
An array of integers, one per face, that map the original mesh faces to the optimized mesh faces.
An array of integers, one per vertex, that map the original mesh vertices to the optimized mesh vertices.
A result code.
Optimizes the mesh data.
Flags indicating which optimizations to perform.
A result code.
Discards data that has been committed to the device.
Flags indicating which pieces of data to discard.
A result code.
Commits changes to the mesh back to the device.
A result code.
Used to generalize the process of rendering to environment maps.
ID3DXRenderToEnvMap
Describes an off-screen render target used by .
D3DXRTE_DESC
Describes effects supported by hardware for the buffer.
The format in which to capture the data.
The Win32 wave mapper will be used for formats not supported by the device.
The buffer supports effects.
Size of capture buffer to create, in bytes.
Describes a capture buffer.
Effect specified must be in software.
Effect specified must be in hardware.
Specifies the unique identifier of the preferred effect.
Specifies the class identifier of the effect.
Contains parameters for an effect associated with a capture buffer.
Marks a series of frames with the specified color and name in the PIXRun file.
This function is not currently supported by PIX.
Event color. This is the color used to display the event in the event view.
Event name.
Sets profiler options specified by the target platform.
Marks an instantaneous event. PIX can use this event to trigger an action.
Event color. This is the color used to display the event in the event view.
Event name.
Determined whether a performance profiler is requesting that the current frame be resubmitted to
Direct3D for performance analysis. This function is not currently supported by PIX.
true if the caller should repeate the same sequence of calls; otherwise, false.
Determines the current state of the profiler from the target program.
true when PIX is profiling the target program; otherwise, false.
Marks the end of a user-defined event. PIX can use this event to trigger an action.
The zero-based level of the hierarchy in which the event is ending. If an error occurs,
the return value will be negative.
Marks the beginning of a user-defined event. PIX can use this event to trigger an action.
Event color. This is the color used to display the event in the event view.
Event name.
The zero-based level of the hierarchy that this event is starting in. If an error occurs,
the return value will be negative.
Provides access to the Direct3D performance API, which allows applications to gather performance
data and integrate with PIX for Windows in order to perform detailed analysis.
Returns a value indicating whether the two VertexBufferBindings are equivalent.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
A to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
An object to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two VertexBufferBindings.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two VertexBufferBindings.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Constructs a new VertexBufferBinding object.
The buffer being bound.
The stride between vertex element (in bytes).
The offset to the first vertex (in bytes).
Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).
Gets or sets the stride between vertex elements in the buffer (in bytes).
Gets or sets the buffer being bound.
Properties defining the way a buffer (containing vertex data) is bound
to the pipeline for rendering.
Verifies that the compiled version of D3DX matches the runtime version of D3DX.
true if the versions match; otherwise, false.
Retrieves a Flexible Vertex Format (FVF) code from a declarator.
Retrieves a declarator from a Flexible Vertex Format (FVF) code.
Indicates that the method should format from file.
Indicates that the method should load from file.
The default value for non power-of-two textures.
The value used to signify that the default value for a parameter should be used.
Contains miscellaneous constants and methods for use with D3DX.
Gets the shader function stream.
Gets the device associated with the shader.
The maximum level of nesting of static flow control instructions.
The maximum level of nesting of static flow control instructions.
The minimum number of temporary registers supported.
The maximum number of temporary registers supported.
The minimum level of nesting of dynamic flow control instructions.
The maximum level of nesting of dynamic flow control instructions.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DVertexShader9 pointer.
The newly constructed object.
Releases all resources used by the .
Initializes a new instance of the class.
The device used to create the shader.
The shader function stream.
Represents a vertex shader.
IDirect3DVertexShader9
Relinquishes access to the surface data.
A object describing the result of the operation.
Acquires access to the surface data.
Flags specifying CPU access permissions.
A for accessing the mapped data, or null on failure..
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDXGISurface pointer.
The newly constructed object.
Gets the surface's description.
A implements methods for image-data objects.
Gets the state of the mouse buttons.
Gets the Z axis of the mouse.
Gets the Y axis of the mouse.
Gets the X axis of the mouse.
Describes the state of a mouse device.
Describes the state of a keyboard device.
Waits for all items in the pump to complete.
A result code.
Removes all work items from the pump.
A result code.
Binds items that have completed processing to the device.
The maximum number of items to bind.
A result code.
Constructs an ThreadPump object from a marshalled native pointer.
The native object pointer.
The ThreadPump object for the native object.
Constructs a new ThreadPump object.
The number of IO threads to create. Specify zero to auto-detect.
The number of process threads to create. Specify zero to auto-detect.
Gets the status of the thread pump queues.
Gets the number of work items in the pump.
Performs asynchronous data loading and processing.
Returns a value indicating whether the two ThreadPumpStatuses are equivalent.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
A to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
An object to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two ThreadPumpStatuses.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two ThreadPumpStatuses.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets the number of items in the device queue.
Gets the number of items in the process queue.
Gets the number of items in the IO queue.
Describes an animation event.
D3DXEVENT_DESC
Describes an animation track and specifies blending weight, speed, and position for the track at a given time.
D3DXTRACK_DESC
Used to control animation functionality, connecting animation sets with the transformation frames that are being animated.
ID3DXAnimationController
Enumerates the DirectSound capture devices installed in the system.
A collection of the devices found.
Retrieves the capabilities of the capture device.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundCapture pointer.
The newly constructed object.
Initializes a new instance of the class.
Initializes a new instance of the class.
The DirectSoundCapture object is used to create sound capture buffers.
Describes an off-screen render target used by .
D3DXRTS_DESC
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Initializes a new instance of the structure.
The X component.
The Y component.
Initializes a new instance of the structure.
The value to set for both the X and Y components.
Gets or sets the Y component of the vector.
The Y component of the vector.
Gets or sets the X component of the vector.
The X component of the vector.
Defines a two component vector, using half precision floating point coordinates.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Performs an implicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Converts an array of full precision values into half precision values.
The values to be converted.
An array of converted values.
Converts an array of half precision values into full precision values.
The values to be converted.
An array of converted values.
Initializes a new instance of the structure.
The floating point value that should be stored in 16 bit format.
Minimum value of the number.
Maximum value of the number.
Smallest such that 1.0 + epsilon != 1.0
Additional rounding.
Exponent radix.
Minimum binary exponent.
Minimum decimal exponent.
Maximum binary exponent.
Maximum decimal exponent.
Number of bits in the mantissa.
Number of decimal digits of precision.
A half precision (16 bit) floating point value.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Minimum rate of modulation, in Hertz.
Maximum rate of modulation, in Hertz.
Default rate of modulation, in Hertz.
Square shape of the modulation waveform.
Triangular shape of the modulation waveform.
Default shape of the modulation waveform.
Shape of the modulation waveform. By default the waveform is a triangle.
Rate of modulation, in Hertz. The default value is 20.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXGargle pointer.
The newly constructed object.
The SoundEffectGargle object is used to set and retrieve effect parameters on a buffer that supports amplitude modulation.
Describes instance data for a single sprite rendered by the
interface.
D3DX10_SPRITE
Occurs when the pixel format for a texture is invalid.
D3DERR_WRONGTEXTUREFORMAT
Occurs when a previous draw operation has not yet completed at the time of a new draw call.
D3DERR_WASSTILLDRAWING
Occurs when the device does not support the requested texture filter.
D3DERR_UNSUPPORTEDTEXTUREFILTER
Occurs when the device does not support the requested texture factor value.
D3DERR_UNSUPPORTEDFACTORVALUE
Occurs when the device does not support the requested color blending operation.
D3DERR_UNSUPPORTEDCOLOROPERATION
Occurs when the device not support the requested color blending argument.
D3DERR_UNSUPPORTEDCOLORARG
Occurs when the device does not support the requested alpha blending operation.
D3DERR_UNSUPPORTEDALPHAOPERATION
Occurs when the device does not support the requested alpha blending argument.
D3DERR_UNSUPPORTEDALPHAARG
Occurs when more texture-filtering operations are requested than the device can support.
D3DERR_TOOMANYOPERATIONS
Occurs when too many vertex influences are specified.
D3DXERR_TOOMANYINFLUENCES
Represents a generic success result.
D3D_OK
Occurs when skinning is not supported.
D3DXERR_SKINNINGNOTSUPPORTED
Occurs when the resource is resident in shared memory.
S_RESIDENT_IN_SHARED_MEMORY
Occurs when the presentation area is occluded.
S_PRESENT_OCCLUDED
Occurs when the desktop display mode changes.
S_PRESENT_MODE_CHANGED
Occurs when the driver runs out of video memory.
D3DERR_OUTOFVIDEOMEMORY
Occurs when the resource is not resident in memory.
S_NOT_RESIDENT
Occurs when the requested item cannot be found.
D3DERR_NOTFOUND
Occurs when the device does not support the queried technique.
D3DERR_NOTAVAILABLE
Occurs when a method succeeds but mipmaps could not be automatically generated.
D3DOK_NOAUTOGEN
Occurs when there is more data available than the specified buffer can hold.
D3DERR_MOREDATA
Occurs when a loaded mesh has no data.
D3DXERR_LOADEDMESHASNODATA
Occurs when an invalid mesh is passed.
D3DXERR_INVALIDMESH
Occurs when a requested device type is invalid.
D3DERR_INVALIDDEVICE
Occurs when passed data is invalid.
D3DXERR_INVALIDDATA
Occurs when an invalid method call is made. This is usually do to an invalid parameter.
D3DERR_INVALIDCALL
Represents a generic failure result.
E_FAIL
Occurs when a fragment with the specified name already exists.
D3DXERR_DUPLICATENAMEDFRAGMENT
Occurs when a driver internal error is thrown.
D3DERR_DRIVERINTERNALERROR
Occurs when a device is removed from the system.
D3DERR_DEVICEREMOVED
Occurs when a lost yet resettable device has not yet been reset.
D3DERR_DEVICENOTRESET
Occurs when a device is lost.
D3DERR_DEVICELOST
Occurs when a device is hung.
D3DERR_DEVICEHUNG
Occurs when two texture palettes conflict with each other.
D3DERR_CONFLICTINGTEXTUREPALETTE
Occurs when two set texture filters conflict with each other.
D3DERR_CONFLICTINGTEXTUREFILTER
Occurs when two set render states conflict with each other.
D3DERR_CONFLICTINGRENDERSTATE
Occurs when a user tries to remove the last item in a collection.
D3DXERR_CANNOTREMOVELASTITEM
Occurs when a user tries to modify an immutable index buffer.
D3DXERR_CANNOTMODIFYINDEXBUFFER
Occurs when attribute sorting is not supported as an optimization technique.
D3DXERR_CANNOTATTRSORT
Defines result codes that are returned by Direct3D 9 functions.
Describes an annotation used by an effect object.
D3DXFRAGMENT_DESC
Minimum percentage of output fed back into input.
Maximum percentage of output fed back into input.
Default percentage of output fed back into input.
Minimum value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap.
Maximum value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap.
Default value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap.
Minimum delay for right channel, in milliseconds.
Maximum delay for right channel, in milliseconds.
Default delay for right channel, in milliseconds.
Minimum delay for left channel, in milliseconds.
Maximum delay for left channel, in milliseconds.
Default delay for left channel, in milliseconds.
Minimum ratio of wet (processed) signal to dry (unprocessed) signal.
Maximum ratio of wet (processed) signal to dry (unprocessed) signal.
Default ratio of wet (processed) signal to dry (unprocessed) signal.
Ratio of wet (processed) signal to dry (unprocessed) signal.
Percentage of output fed back into input. The default value is 50.
Value that specifies whether to swap left and right delays with each successive echo. The default value is zero, meaning no swap.
Delay for left channel, in milliseconds. The default value is 500 ms.
Delay for right channel, in milliseconds. The default value is 500 ms.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXEcho pointer.
The newly constructed object.
The SoundEffectEcho object is used to set and retrieve effect parameters on a buffer that supports echo.
Gets the surface's multisampling properties.
Gets the format of the surface.
Gets the height of the surface.
Gets the width of the surface.
Describes properties of a surface.
Constructs a RasterizerState object from a marshaled native pointer.
The native object pointer.
The RasterizerState object for the native object.
Constructs a new RasterizerState based on the specified description. If the description
is identical to that of an existing RasterizerState object, the existing RasterizerState object
is returned instead of a new instance.
The device to associate the state object with
The state description.
The RasterizerState object.
Gets the state's description.
A state object defining the behavior of the rasterizer stage.
Represents a generic failure result.
Represents the result of a successful operation.
Occurs when the result of an operation is an empty set.
Occurs when the desired controller is not connected to the system.
Defines error result codes that are returned by XInput functions.
Minimum reference high frequency, in hertz.
Maximum reference high frequency, in hertz.
Default reference high frequency, in hertz.
Minimum echo density in the late reverberation decay, in percent.
Maximum echo density in the late reverberation decay, in percent.
Default echo density in the late reverberation decay, in percent.
Minimum modal density in the late reverberation decay, in percent.
Maximum modal density in the late reverberation decay, in percent.
Default modal density in the late reverberation decay, in percent.
Minimum time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds.
Maximum time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds.
Default time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds.
Minimum attenuation of late reverberation relative to Room, in mB.
Maximum attenuation of late reverberation relative to Room, in mB.
Default attenuation of late reverberation relative to Room, in mB.
Minimum delay time of the first reflection relative to the direct path, in seconds.
Maximum delay time of the first reflection relative to the direct path, in seconds.
Default delay time of the first reflection relative to the direct path, in seconds.
Minimum attenuation of early reflections relative to Room, in mB.
Maximum attenuation of early reflections relative to Room, in mB.
Default attenuation of early reflections relative to Room, in mB.
Minimum ratio of the decay time at high frequencies to the decay time at low frequencies.
Maximum ratio of the decay time at high frequencies to the decay time at low frequencies.
Default ratio of the decay time at high frequencies to the decay time at low frequencies.
Minimum decay time, in seconds.
Maximum decay time, in seconds.
Default decay time, in seconds.
Minimum rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener.
Maximum rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener.
Default rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener.
Minimum attenuation of the room high-frequency effect, in mB.
Maximum attenuation of the room high-frequency effect, in mB.
Default attenuation of the room high-frequency effect, in mB.
Minimum attenuation of the room effect, in millibels (mB).
Maximum attenuation of the room effect, in millibels (mB).
Default attenuation of the room effect, in millibels (mB).
Gets or sets the standard reverberation parameters of a buffer.
Gets or sets the quality of the environmental reverberation effect.
Reference high frequency, in hertz.
Modal density in the late reverberation decay, in percent.
Echo density in the late reverberation decay, in percent.
Time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds.
Attenuation of late reverberation relative to Room, in mB.
Delay time of the first reflection relative to the direct path, in seconds.
Attenuation of early reflections relative to Room, in mB.
Ratio of the decay time at high frequencies to the decay time at low frequencies.
Decay time, in seconds.
Rolloff factor for the reflected signals.
Attenuation of the room high-frequency effect, in mB.
Attenuation of the room effect, in millibels (mB).
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXI3DL2Reverb pointer.
The newly constructed object.
The SoundEffectI3DL2Reverb object is used to set and retrieve effect parameters on a buffer that supports I3DL2 (Interactive 3D Audio Level 2) reverberation effects.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Finds the intersection between a plane and a sphere.
The sphere to check for intersection.
The source plane.
A value from the enumeration describing the result of the intersection test.
Determines whether a sphere intersects the specified object.
The sphere which will be tested for intersection.
The ray that will be tested for intersection.
When the method completes, contains the distance from the ray's origin in which the intersection with the sphere occured.
true if the two objects are intersecting; otherwise, false.
Determines whether a sphere intersects the specified object.
The first sphere which will be tested for intersection.
The second sphere that will be tested for intersection.
true if the two objects are intersecting; otherwise, false.
Determines whether a sphere intersects the specified object.
The sphere which will be tested for intersection.
The box that will be tested for intersection.
true if the two objects are intersecting; otherwise, false.
Constructs a that is the as large as the total combined area of the two specified spheres.
The first sphere to merge.
The second sphere to merge.
The newly constructed bounding sphere.
Constructs a that fully contains the given points.
The points that will be contained by the sphere.
The newly constructed bounding sphere.
Constructs a from a given box.
The box that will designate the extents of the sphere.
The newly constructed bounding sphere.
Determines whether the sphere contains the specified point.
The sphere that will be checked for containment.
The point that will be checked for containment.
A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all.
Determines whether the sphere contains the specified sphere.
The first sphere that will be checked for containment.
The second sphere that will be checked for containment.
A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all.
Determines whether the sphere contains the specified box.
The sphere that will be checked for containment.
The box that will be checked for containment.
A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all.
Initializes a new instance of the structure.
The center of the bounding sphere.
The radius of the sphere.
The radius of the sphere.
Specifies the center point of the sphere.
A bounding sphere, specified by a center vector and a radius.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Finds the intersection between a plane and a box.
The box to check for intersection.
The source plane.
A value from the enumeration describing the result of the intersection test.
Determines whether a box intersects the specified object.
The box which will be tested for intersection.
The ray that will be tested for intersection.
When the method completes, contains the distance from the ray's origin in which the intersection with the box occured.
true if the two objects are intersecting; otherwise, false.
Determines whether a box intersects the specified object.
The box which will be tested for intersection.
The sphere that will be tested for intersection.
true if the two objects are intersecting; otherwise, false.
Determines whether a box intersects the specified object.
The first box which will be tested for intersection.
The second box that will be tested for intersection.
true if the two objects are intersecting; otherwise, false.
Constructs a that is the as large as the total combined area of the two specified boxes.
The first box to merge.
The second box to merge.
The newly constructed bounding box.
Constructs a from a given sphere.
The sphere that will designate the extents of the box.
The newly constructed bounding box.
Constructs a that fully contains the given points.
The points that will be contained by the box.
The newly constructed bounding box.
Determines whether the box contains the specified point.
The box that will be checked for containment.
The point that will be checked for containment.
A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all.
Determines whether the box contains the specified sphere.
The box that will be checked for containment.
The sphere that will be checked for containment.
A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all.
Determines whether the box contains the specified box.
The first box that will be checked for containment.
The second box that will be checked for containment.
A member of the enumeration indicating whether the two objects intersect, are contained, or don't meet at all.
Retrieves the eight corners of the bounding box.
An array of points representing the eight corners of the bounding box.
Initializes a new instance of the structure.
The lowest corner of the box.
The highest corner of the box.
The lowest corner of the box.
The highest corner of the box.
An axis aligned bounding box, specified by minimum and maximum vectors.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Clones the instance and returns a new object containing the same values.
A new object containing the same values as the current instance.
Gets or sets the presentation interval.
Gets or sets the fullscreen refresh rate, in hertz.
Gets or sets flags describing how the device should present its data.
Gets or sets the format of the automatic depth-stencil buffer.
Gets or sets a value indicating whether a depth-stencil surface should be automatically created for the device.
Gets or sets a value indicating whether the device will run in windowed or fullscreen mode.
true to run in windowed mode, false to run in fullscreen mode.
Gets or sets the device's window handle.
Gets or sets the swap effect.
Gets or sets the quality of the multisampling.
Gets or sets the multisampling type.
Gets or sets the number of back buffers that will be created.
The back buffer format.
Gets or sets the height of the back buffer.
Gets or sets the width of the back buffer.
Initializes a new instance of the class.
Describes the presentation parameters of a device.
D3DPRESENT_PARAMETERS
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Initializes a new instance of the structure.
The red component of the color.
The green component of the color.
The blue component of the color.
Gets or sets the color's blue component.
Gets or sets the color's green component.
Gets or sets the color's red component.
A three-component (RGB) color value; each component is a float in the range [0,1].
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Maximum cone angle, in degrees.
Minimum cone angle, in degrees.
Default outside cone volume. Volume levels are expressed as attenuation, in hundredths of a decibel.
Default cone angle, in degrees.
Default maximum distance, in meters.
Default minimum distance, in meters.
The velocity of the sound source.
The position of the sound source.
The operation mode for 3-D sound processing.
The minimum distance, which is the distance from the listener at which sounds in this buffer begin to be attenuated.
The maximum distance, which is the distance from the listener beyond which sounds in this buffer are no longer attenuated.
Settings are not applied until the application calls the SoundListener3D.CommitDeferredSettings() if true.
The volume of the sound outside the outside angle of the sound projection cone.
The orientation of the sound projection cone.
The outside angle of the sound projection cone.
The inside angle of the sound projection cone.
Gets or sets all the parameters of a buffer
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSound3DBuffer pointer.
The newly constructed object.
Initializes a new instance of the class.
The SoundBuffer3D object is used to retrieve and set parameters that describe the position, orientation, and environment of a sound buffer in 3-D space.
Gets the Z-axis torque.
Gets the Y-axis torque.
Gets the X-axis torque.
Gets the Z-axis force.
Gets the Y-axis force.
Gets the X-axis force.
Gets the Z-axis angular acceleration.
Gets the Y-axis angular acceleration.
Gets the X-axis angular acceleration.
Gets the Z-axis acceleration.
Gets the Y-axis acceleration.
Gets the X-axis acceleration.
Gets the Z-axis angular velocity.
Gets the Y-axis angular velocity.
Gets the X-axis angular velocity.
Gets the Z-axis velocity.
Gets the Y-axis velocity.
Gets the X-axis velocity.
Gets the Z-axis rotation.
Gets the Y-axis rotation.
Gets the X-axis rotation.
Gets the Z-axis, often the throttle control.
Gets the Y-axis, usually the forward-backward movement of a stick.
Gets the X-axis, usually the left-right movement of a stick.
Gets the state of each button on the joystick.
Gets the force of each slider on the joystick.
Gets the acceleration of each slider on the joystick.
Gets the velocity of each slider on the joystick.
Gets the position of each slider on the joystick.
Gets the state of each point-of-view controller on the joystick.
Describes the state of a joystick device.
Retrieves the instance identifier of a device that
has been newly attached to the system.
Gets a value indicating whether the specified device is
attached to the user's system.
Runs Control Panel to enable the user to install a new
input device or modify configurations.
The parent control.
Runs Control Panel to enable the user to install a new
input device or modify configurations.
Called by the application to release DirectInput and free resources.
Called by the application to initialize DirectInput. This method must be called before
any other DirectInput methods.
Provides an interface to DirectInput.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Clones the instance and returns a new object containing the same values.
A new object containing the same values as the current instance.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Clones the instance and returns a new object containing the same values.
A new object containing the same values as the current instance.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets the basis of the patch.
Gets or sets the degree of the patch.
Gets or sets the patch type.
Structure that contains the attributes of a patch mesh.
D3DXPATCHINFO
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Multiple capture objects can be used simultaneously on the capture device.
The driver supports the 96Khz 8 Bit Stereo format.
The driver supports the 96Khz 16 Bit Stereo format.
The driver supports the 96Khz 8 Bit Mono format.
The driver supports the 96Khz 16 Bit Mono format.
The driver supports the 48Khz 8 Bit Stereo format.
The driver supports the 48Khz 16 Bit Stereo format.
The driver supports the 48Khz 8 Bit Mono format.
The driver supports the 48Khz 16 Bit Mono format.
The driver supports the 44Khz 8 Bit Stereo format.
The driver supports the 44Khz 16 Bit Stereo format.
The driver supports the 44Khz 8 Bit Mono format.
The driver supports the 44Khz 16 Bit Mono format.
The driver supports the 22Khz 8 Bit Stereo format.
The driver supports the 22Khz 16 Bit Stereo format.
The driver supports the 22Khz 8 Bit Mono format.
The driver supports the 22Khz 16 Bit Mono format.
The driver supports the 11Khz 8 Bit Stereo format.
The driver supports the 11Khz 16 Bit Stereo format.
The driver supports the 11Khz 8 Bit Mono format.
The driver supports the 11Khz 16 Bit Mono format.
There is no DirectSoundCapture driver for the device, so the standard waveform audio functions are being used.
Number of channels supported by the device, where 1 is mono, 2 is stereo, and so on.
The driver for the device is a certified WDM driver.
Describes the capabilities of the capture device.
Gets or sets swap chain options.
Gets or sets swapping effect behavior.
Gets or sets a value indicating whether or not the swap chain is in windowed mode.
Gets or sets the swap chain's output handle.
Gets or sets the number of buffers in the swap chain.
Gets or sets swap chain's surface usage.
Gets or sets the swap chain's multisampling properties.
Gets or sets the swap chain's display mode properties.
Describes properties of a swap chain.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Initializes a new instance of the structure.
The sample count.
The sample quality.
Gets or sets the sample quality.
Gets or sets the number of samples per pixel.
Describes multisample parameters.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Initializes a new instance of the structure.
The width.
The height.
The refresh rate.
The format.
Gets or sets the display mode scaling.
Gets or sets the scanline ordering.
Gets or sets the display mode format.
Gets or sets the display mode refresh rate.
Gets or sets the display mode height.
Gets or sets the display mode width.
Describes a display mode.
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Initializes a new instance of the structure.
The numerator of the rational pair.
The denominator of the rational pair.
Gets or sets the denominator of the rational pair.
Gets or sets the numerator of the rational pair.
Defines a rational number as a numerator / denominator pair.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Reserved. Always returns 0.
Gets a value equivalent to that returned by the unmanaged function QueryPerformanceCounter.
Gets the number of times a vertical blank has occured.
Gets the number of times a vertical blank has occured.
Gets the number of times an image has been presented to an output.
Provides basic rendering statistics. All counts are relative to machine boot.
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Reverses the direction of a given quaternion.
The quaternion to negate.
A quaternion facing in the opposite direction.
Subtracts two quaternions.
The first quaternion to subtract.
The second quaternion to subtract.
The difference of the two quaternions.
Adds two quaternions.
The first quaternion to add.
The second quaternion to add.
The sum of the two quaternions.
Divides a quaternion by another.
The first quaternion to divide.
The second quaternion to divide.
The divided quaternion.
Scales a quaternion by the given value.
The quaternion to scale.
The amount by which to scale the quaternion.
The scaled quaternion.
Scales a quaternion by the given value.
The quaternion to scale.
The amount by which to scale the quaternion.
The scaled quaternion.
Multiplies a quaternion by another.
The first quaternion to multiply.
The second quaternion to multiply.
The multiplied quaternion.
Subtracts two quaternions.
The first quaternion to subtract.
The second quaternion to subtract.
When the method completes, contains the difference of the two quaternions.
Subtracts two quaternions.
The first quaternion to subtract.
The second quaternion to subtract.
The difference of the two quaternions.
Sets up control points for spherical quadrangle interpolation.
First source quaternion.
Second source quaternion.
Third source quaternion.
Fourth source quaternion.
An array of three quaternions that represent control points for spherical quadrangle interpolation.
Interpolates between quaternions, using spherical quadrangle interpolation.
First source quaternion.
Second source quaternion.
Thrid source quaternion.
Fourth source quaternion.
Value between 0 and 1 indicating the weight of interpolation.
When the method completes, contains the spherical quadrangle interpolation of the quaternions.
Interpolates between quaternions, using spherical quadrangle interpolation.
First source quaternion.
Second source quaternion.
Thrid source quaternion.
Fourth source quaternion.
Value between 0 and 1 indicating the weight of interpolation.
The spherical quadrangle interpolation of the quaternions.
Interpolates between two quaternions, using spherical linear interpolation.
Start quaternion.
End quaternion.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the spherical linear interpolation of the two quaternions.
Interpolates between two quaternions, using spherical linear interpolation.
Start quaternion.
End quaternion.
Value between 0 and 1 indicating the weight of .
The spherical linear interpolation of the two quaternions.
Creates a quaternion given a yaw, pitch, and roll value.
The yaw of rotation.
The pitch of rotation.
The roll of rotation.
When the method completes, contains the newly created quaternion.
Creates a quaternion given a yaw, pitch, and roll value.
The yaw of rotation.
The pitch of rotation.
The roll of rotation.
The newly created quaternion.
Creates a quaternion given a rotation matrix.
The rotation matrix.
When the method completes, contains the newly created quaternion.
Creates a quaternion given a rotation matrix.
The rotation matrix.
The newly created quaternion.
Creates a quaternion given a rotation and an axis.
The axis of rotation.
The angle of rotation.
When the method completes, contains the newly created quaternion.
Creates a quaternion given a rotation and an axis.
The axis of rotation.
The angle of rotation.
The newly created quaternion.
Converts the quaternion into a unit quaternion.
The quaternion to normalize.
When the method completes, contains the normalized quaternion.
Converts the quaternion into a unit quaternion.
The quaternion to normalize.
The normalized quaternion.
Reverses the direction of a given quaternion.
The quaternion to negate.
When the method completes, contains a quaternion facing in the opposite direction.
Reverses the direction of a given quaternion.
The quaternion to negate.
A quaternion facing in the opposite direction.
Scales a quaternion by the given value.
The quaternion to scale.
The amount by which to scale the quaternion.
When the method completes, contains the scaled quaternion.
Scales a quaternion by the given value.
The quaternion to scale.
The amount by which to scale the quaternion.
The scaled quaternion.
Modulates a quaternion by another.
The first quaternion to modulate.
The second quaternion to modulate.
When the moethod completes, contains the modulated quaternion.
Modulates a quaternion by another.
The first quaternion to modulate.
The second quaternion to modulate.
The modulated quaternion.
Calculates the natural logarithm of the specified quaternion.
The quaternion whose logarithm will be calculated.
When the method completes, contains the natural logarithm of the quaternion.
Calculates the natural logarithm of the specified quaternion.
The quaternion whose logarithm will be calculated.
The natural logarithm of the quaternion.
Performs a linear interpolation between two quaternions.
Start quaternion.
End quaternion.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the linear interpolation of the two quaternions.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a linear interpolation between two quaternion.
Start quaternion.
End quaternion.
Value between 0 and 1 indicating the weight of .
The linear interpolation of the two quaternions.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Conjugates and renormalizes the quaternion.
The quaternion to conjugate and renormalize.
When the method completes, contains the conjugated and renormalized quaternion.
Conjugates and renormalizes the quaternion.
The quaternion to conjugate and renormalize.
The conjugated and renormalized quaternion.
Exponentiates a quaternion.
The quaternion to exponentiate.
When the method completes, contains the exponentiated quaternion.
Exponentiates a quaternion.
The quaternion to exponentiate.
The exponentiated quaternion.
Calculates the dot product of two quaternions.
First source quaternion.
Second source quaternion.
The dot product of the two quaternions.
Divides a quaternion by another.
The first quaternion to divide.
The second quaternion to divide.
The divided quaternion.
Divides a quaternion by another.
The first quaternion to divide.
The second quaternion to divide.
The divided quaternion.
Conjugates a quaternion.
The quaternion to conjugate.
When the method completes, contains the conjugated quaternion.
Conjugates a quaternion.
The quaternion to conjugate.
The conjugated quaternion.
Concatenates two quaternions.
The first quaternion to concatenate.
The second quaternion to concatenate.
When the method completes, contains the concatentated quaternion.
Concatenates two quaternions.
The first quaternion to concatenate.
The second quaternion to concatenate.
The concatentated quaternion.
Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
A containing the 4D Cartesian coordinates of vertex 1 of the triangle.
A containing the 4D Cartesian coordinates of vertex 2 of the triangle.
A containing the 4D Cartesian coordinates of vertex 3 of the triangle.
Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
When the method completes, contains a new containing the 4D Cartesian coordinates of the specified point.
Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
A containing the 4D Cartesian coordinates of vertex 1 of the triangle.
A containing the 4D Cartesian coordinates of vertex 2 of the triangle.
A containing the 4D Cartesian coordinates of vertex 3 of the triangle.
Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
A new containing the 4D Cartesian coordinates of the specified point.
Adds two quaternions.
The first quaternion to add.
The second quaternion to add.
When the method completes, contains the sum of the two quaternions.
Adds two quaternions.
The first quaternion to add.
The second quaternion to add.
The sum of the two quaternions.
Conjugates and renormalizes the quaternion.
Conjugates the quaternion.
Converts the quaternion into a unit quaternion.
Calculates the squared length of the quaternion.
The squared length of the quaternion.
Calculates the length of the quaternion.
The length of the quaternion.
Gets the angle of the quaternion.
Gets the axis components of the quaternion.
Gets a value indicating whether this instance is an identity .
Gets the identity (0, 0, 0, 1).
Initializes a new instance of the structure.
A containing the first three values of the quaternion.
The W component of the quaternion.
Initializes a new instance of the structure.
The X component of the quaternion.
The Y component of the quaternion.
The Z component of the quaternion.
The W component of the quaternion.
Gets or sets the W component of the quaternion.
The W component of the quaternion.
Gets or sets the Z component of the quaternion.
The Z component of the quaternion.
Gets or sets the Y component of the quaternion.
The Y component of the quaternion.
Gets or sets the X component of the quaternion.
The X component of the quaternion.
Defines a four dimensional mathematical quaternion.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Implements line drawing using textured triangles.
ID3DXLine
Gets information about the device's identity.
Gets the capabilities of the device.
Gets a set of properties that control the behavior of the device.
Sends a hardware-specific command to the force-feedback driver.
The command to be sent.
The data to be sent to the device.
The expected size of the output buffer.
The output data of the command.
Retrieves a collection of objects on the device.
A collection of all device objects on the device.
Retrieves a collection of objects on the device.
A filter for the returned device objects collection.
A collection of device objects matching the specified filter.
Gets properties about a single object on an input device.
The identifier of the object whose properties are to be retrieved.
The properties of the desired object.
Gets properties about a single object on an input device.
The usageCode of the object whose properties are to be retrieved.
The properties of the desired object.
Gets properties about a single object on an input device.
The name of the object whose properties are to be retrieved.
The properties of the desired object.
Retrieves data from polled objects on a DirectInput device.
A object describing the result of the operation.
Retrieves buffered data from the device.
A collection of buffered input events.
Retrieves the current device state.
A object describing the result of the operation.
Retrieves the current device state.
The current device state.
Runs the DirectInput control panel associated with this device. If the
device does not have a control panel associated with it, the default
device control panel is launched.
The parent control.
A object describing the result of the operation.
Runs the DirectInput control panel associated with this device. If the
device does not have a control panel associated with it, the default
device control panel is launched.
A object describing the result of the operation.
Sets the device's cooperative level.
A control to associate with the device.
Flags that describe the cooperative level of the device.
A object describing the result of the operation.
Sets the device's cooperative level.
A handle of a window to associate with the device.
Flags that describe the cooperative level of the device.
A object describing the result of the operation.
Releases access to the device.
A object describing the result of the operation.
Obtains access to the input device.
A object describing the result of the operation.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectInputDevice8W pointer.
The newly constructed object.
Initializes a new instance of the class.
The subsystem identifier.
Used to gain and release access to Microsoft DirectInput devices, manage device
properties and information, set behavior, perform initialization, create and
play force-feedback effects, and open a device's control panel.
The desired data format of the device.
Gets the range of data returned from axis as suggested by the manufacturer.
Gets the range of raw data returned from the object.
Gets or sets the saturation zone of the object.
Gets the lower range of values that the object can possibly report.
Gets the upper range of values that the object can possibly report.
Gets the granularity of the object.
Gets or sets the dead zone for the object.
Gets or sets an application-defined value associated with the object.
Sets the object's data range.
Contains properties that define object behavior.
Gets the product identifer.
Gets the vendor identifier.
Gets the user name for a user currently assigned to the device.
Gets the type name of the device.
Gets or sets the saturation zone of a joystick device.
Gets or sets the lower range of values that the device can possibly report.
Gets or sets the upper range of values that the device can possibly report.
Gets or sets the friendly product name of the device.
Gets the instance number of a joystick device.
Gets or sets the friendly instance name of the device.
Gets the physical interface path to which the device is connected.
Gets the class identifier for the device.
Gets the input granularity for the device.
Gets the human-readable display name of the port to which the device is connected.
Gets the memory load for the device.
Gets or sets the gain of the device for force-feedback effects.
Gets or sets the dead zone for a joystick device.
Gets or sets the buffer input size.
Gets or sets the axis mode for the device.
Gets or sets a value indicating whether device objects are self centering.
Gets or sets an application-defined value associated with the device.
Sets the data range for the device.
Retrieves the scan code for the specified keyboard key.
Retrieves the localized key name for the specified keyboard key.
Contains properties that define device behavior. These
properties include input buffer size and axis mode.
Contains system-defined identifiers for device objects.
Gets the system mouse identifier.
Gets the system keyboard identifier.
Contains system-defined identifiers for DirectInput devices.
Gets the DirectInput sequence number for the event. All input events are assigned an increasing
sequence number.
Gets the system time at which the input event was generated, in milliseconds. This value
wraps around approximately every 50 days.
Gets or sets the data obtained from or sent to the device. For axis input, the data reflects
the absolute or relative mode of the object.
Initializes a new instance of the class.
Initializes a new instance of the class.
Contains buffered device information.
Gets a value indicating whether the device is a Human Interface Device.
Gets the hardware revision number.
Gets the firmware revision number.
Gets the driver version number.
Gets the minimum time, in microseconds, that the device can resolve. The device
rounds any times to the nearest supported increment.
Gets the minimum time between playback of consecutive raw force commands, in microseconds.
Gets the number of Point-Of-View controllers available on the device.
Gets the number of buttons available on the device.
Gets the number of axes available on the device.
Gets the device sub-type specifier.
Gets the device type specifier.
Gets the flags associated with the device.
Describes a DirectInput device's capabilities.
Gets a value indicating whether the device is a Human Interface Device.
If the device is a Human Interface Device, this member contains
the HID usage page code.
If the device is a Human Interface Device, this member contains
the HID usage code.
Gets the friendly name for the product.
Gets the friendly name for the instance.
Gets the secondary device type specifier.
Gets the main device type specifier.
Gets the unique identifier for the driver being used for force-feedback. The
driver's manufacturer establishes this identifier.
Gets the unique identifier for the product. This identifier is established
by the manufacturer of the device.
Gets the unique identifier for the instance of the device. Instance Guids are
specific to a particular computer.
Contains information about a device's identity.
Gets or sets extra flags for the object data format.
Gets or sets the device type that describes the object.
Gets or sets the object instance number. Setting this value to -1
indicates that any object instance is permissible.
Gets or sets the unique identifier for the axis, button, or other input
source. When requesting a data format, making this member equal to
indicates that any type of object
is permissible.
Initializes a new instance of the class.
Indicates that a type is a data format specification for DirectInput.
Gets or sets the flags describing other attributes of the data format.
Initializes a new instance of the class.
Indicates that a type is a data format specification for DirectInput.
Specifies the device type of an object data format.
The object must be a type defined by the manufacturer.
The object must be a toggle button.
The object must be a push button.
The object must be a Point-Of-View controller.
The object must be a valid force-feedback effect trigger.
The object must contain a force-feedback actuator.
The object must be a toggle or push button.
The object must be a relative axis.
The object must be an absolute or relative axis.
The object must be an absolute axis.
Specifies other attributes of an object data format.
The object must report velocity information.
The object must report position information.
The object must report force information.
The object must report acceleration information.
No extra flags specified.
Defines possible mouse object codes.
The Z axis.
The Y axis.
The X axis.
The eighth button.
The seventh button.
The sixth button.
The fifth button.
The fourth button.
The third button.
The second button.
The first button.
Defines possible keyboard key codes.
The Japanese Yen key.
The Web Stop key.
The Web Search key.
The Web Refresh key.
The Web Home key.
The Web Forwards key.
The Web Favorites key.
The Web Backwards key.
The Wake key.
The Volume Up key.
The Volume Down key.
The Up Arrow key.
An unlabeled key.
The Japanese Underline key.
The Tab key.
The Print Screen key.
The Stop key.
The Spacebar.
The Sleep key.
The slash key.
The semicolon key.
The Scroll Lock key.
The right Windows key.
The right Shift key.
The right Alt key.
The Right Arrow key.
The Return/Enter key.
The right Ctrl key.
The right square bracket key.
The Previous Track key.
The Power key.
The Play/Pause key.
The period key.
The Pause key.
The Page Up key.
The Page Down key.
The British and German OEM102 key.
The asterisk key on the NumberPad.
The slash key on the NumberPad.
The plus key on the NumberPad.
The period key on the NumberPad.
The minus key on the NumberPad.
The equals key on the NumberPad.
The Enter key on the NumberPad.
The comma key on the NumberPad.
The number 9 on the NumberPad.
The number 8 on the NumberPad.
The number 7 on the NumberPad.
The number 6 on the NumberPad.
The number 5 on the NumberPad.
The number 4 on the NumberPad.
The number 3 on the NumberPad.
The number 2 on the NumberPad.
The number 1 on the NumberPad.
The number 0 on the NumberPad.
The NumberLock key.
The Japanese No Convert key.
The Next Track key.
The My Computer key.
The Mute key.
The minus key.
The Media Stop key.
The Media Select key.
The Mail key.
The left Windows key.
The left Shift key.
The left Alt key.
The Left Arrow key.
The left Ctrl key.
The left square bracket key.
The Japanese Kanji key.
The Japanese Kana key.
The Insert key.
The Home key.
The grav accent (`) key.
The F15 key.
The F14 key.
The F13 key.
The F12 key.
The F11 key.
The F10 key.
The F9 key.
The F8 key.
The F7 key.
The F6 key.
The F5 key.
The F4 key.
The F3 key.
The F2 key.
The F1 key.
The Escape key.
The equals key.
The End key.
The Down Arrow key.
The Delete key.
The Japanese Convert key.
The comma key.
The colon key.
The Caps Lock key.
The calculator key.
The back slash key.
The Backspace.
The Japanese Ax key.
The Japanese At key.
The Applications key.
The apostrophe key.
The AbntC2 key on Brazillian keyboards.
The AbntC1 key on Brazillian keyboards.
The letter Z.
The letter Y.
The letter X.
The letter W.
The letter V.
The letter U.
The letter T.
The letter S.
The letter R.
The letter Q.
The letter P.
The letter O.
The letter N.
The letter M.
The letter L.
The letter K.
The letter J.
The letter I.
The letter H.
The letter G.
The letter F.
The letter E.
The letter D.
The letter C.
The letter B.
The letter A.
The number 9.
The number 8.
The number 7.
The number 6.
The number 5.
The number 4.
The number 3.
The number 2.
The number 1.
The number 0.
Specifies the main type of a DirectInput device.
A specialized device with functionality unsuitable for main control of an application,
such as pedals with a wheel.
A screen pointer device.
A remote-control device.
A mouse or mouse-like device.
A keyboard or keyboard-like device.
A generic joystick.
A console game pad.
Controller for a flight simulation.
A device for steering.
Input device used to control another type of device from within the context of
the application.
A device that does not fall into any other category.
A first-person action game device.
Specifies the flags that can be associated with a DirectInput device.
The force-feedback system supports the start delay parameter for at least one effect.
The force-feedback system supports the saturation of condition effects for at least
one condition.
The force-feedback system supports a maximum saturation for both positive and negative
force output for at least one condition.
The force-feedback system supports two coefficient values for conditions.
At least one object on the device is polled, rather than interrupt driven.
At least one object in the current data format is polled, rather than interrupt driven.
The device is a placeholder.
The device is a fictious device created by a device driver so that is can generate
mouse and keyboard events.
The force-feedback system supports the attack parameter for at least one effect.
The force-feedback system supports the fade parameter for at least one effect.
The device supports force-feedback.
Specifies that the device's data is coming from a user mode device interface.
The device supports deadband for at least one force-feedback condition.
The device is physically attached to the user's computer.
The device is a duplicate of another DirectInput device.
The data format for a DirectInput device.
Joystick data.
Mouse data.
Keyboard data.
Specifies the axis mode for the device.
The axis works with relative data.
The axis works with absolute data.
Specifies other attributes of a data format.
The axes are in relative mode.
The axes are in absolute mode.
Specifies the cooperative level for a DirectInput device.
Disables the Windows logo key.
Background operation of the device.
Foreground operation of the device.
Non exclusive access to the device.
Exclusive access to the device.
Retrieves data from the GPU asychronously.
Flags indicating how the data should be retrieved.
The data.
Retrieves data from the GPU asychronously.
The data.
Marks the end of a series of asynchronous commands.
Marks the start of a series of asynchronous commands.
Constructs an Asynchronous object from a marshalled native pointer.
The native object pointer.
The Asynchronous object for the native object.
Gets a value indicating whether or not data is available for consumption.
Base class for objects that perform asynchronous GPU data access.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IXAudio2 pointer.
The newly constructed object.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Clones the instance and returns a new object containing the same values.
A new object containing the same values as the current instance.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Clones the instance and returns a new object containing the same values.
A new object containing the same values as the current instance.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Clones the instance and returns a new object containing the same values.
A new object containing the same values as the current instance.
Initializes a new instance of the class.
The result code that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
The exception that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
Initializes a new instance of the class.
Represents errors that occur in the XAudio2 subsystem.
Gets a description of the buffer.
Unlocks previously locked data.
A object describing the result of the operation.
Locks the buffer and obtains a pointer to the memory.
Offset into the vertex data to lock, in bytes.
Size of the vertex data to lock, in bytes.
Locking flags.
A containing the vertex data.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DVertexBuffer9 pointer.
The newly constructed object.
Initializes a new instance of the class.
The device that will be used to create the buffer.
Size of the buffer, in bytes.
The requested usage of the buffer.
The vertex format of the vertices in the buffer. If set to .None, the buffer will be a non-FVF buffer.
The memory class into which the resource will be placed.
Represents a buffer of vertex data.
IDirect3DVertexBuffer9
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The vertex format of the vertices in the buffer.
The size of the buffer data, in bytes.
The memory class allocated for the buffer.
The intended usage of the resource.
Identifies the resource as a vertex buffer.
Surface format of the vertex data.
Describes a vertex buffer.
D3DVERTEXBUFFER_DESC
Represents errors that occur in the XInput subsystem.
Validates the current pipeline state.
A Result code.
Constructs a new Debug interface.
The Device with which the Debug interface is to be associated.
Gets or sets the swap chain the runtime will use for automatic presentation.
Gets or sets the number of milliseconds to delay after a swap chain is presented.
Gets or sets the flags indicating which debug features are enabled.
An interface for controlling debug state and validating pipeline settings.
Presents a rendered image to the attached output.
Specified how to synchronize the presentation with the vertical blank interrupt. 0
indicates that presentation should occur immediately, without synchronization. Any other value indicates that
presentation should be synchonized with the specified next vertical blank.
Flags controlling presentation behavior.
A object describing the result of the operation.
Changes the output target's size.
Properties of the new output display mode.
A object describing the result of the operation.
Changes the swap chain's back buffer size, format, and count.
The new back buffer count.
The new back buffer width.
The new back buffer height.
The new back buffer format.
Flags controlling swap chain functionality.
A object describing the result of the operation.
Sets the full screen state.
Set to true for full screen mode, false for windowed mode.
If the current display mode is full screen, this parameter must be the
output containing the swap chain; otherwise, this parameter is ignored. If you set this parameter
to null, DXGI will choose the output based on the swap-chain's device and the output window's placement.
A object describing the result of the operation.
Gets the full screen state.
Receives a value indicating if the swap chain is running in full screen mode.
Receives the full screen ouput if the swap chain is in full screen mode. Otherwise ignored.
A object describing the result of the operation.
Gets a swap chain back buffer.
The type of the buffer.
The index of the desired buffer.
The buffer interface, or null on failure.
Initializes a new instance of the class.
The factory used to create the swap chain.
The device used to present images to the swap chain.
Swap chain properties.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDXGISwapChain pointer.
The newly constructed object.
Gets the output containing the swap chain target.
Gets the number of times this swap chain's Present method has been called.
Gets statistics about recent frames.
Gets the swap chain's description.
Holds one or more surfaces that store rendered data prior to presenting
that data to an output.
Sets the window handle associated with the factory (the window through which the user signals fullscreen
transitions).
The window handle.
Flags controlling window association behavior.
A object describing the result of the operation.
Gets the window handle associated with the factory (the window through which the user signals fullscreen
transitions).
The window handle.
Creates a software adapater interface.
The module for the software adapter DLL.
The specified adapter, or null on failure.
Creates a software adapater interface.
The unmanaged HMODULE for the software adapter DLL.
The specified adapter, or null on failure.
Gets the specified adapter.
The index of the desired adapter.
The specified adapter, or null on failure.
Gets the number of available adapters.
The number of available adapters.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDXGIFactory pointer.
The newly constructed object.
Initializes a new instance of the class.
Provides access to connected adapters and window associations. A
is also required to create most DXGI objects.
Gets the device the object is bound to.
An object that is bound to a Device.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Halts the current thread until a vertical blank occurs.
A object describing the result of the operation.
Releases ownership of an output.
Takes ownership of an output.
The device interface.
If true, ownership is exclusive.
A object describing the result of the operation.
Copies the display surface content to the specified destination surface.
The destination surface.
A object describing the result of the operation.
Changes the current display surface to the specified surface.
The new display surface.
A object describing the result of the operation.
Sets gamma control information.
The gamma control information.
A object describing the result of the operation.
Gets the display mode that best matches the requested mode.
The device interface. If this parameter is null, only
modes whose format matches the specified mode will be returned; otherwise, only those
formats that are supported for scan-out by the device are returned.
The description of the display mode to match.
Receives the best-matching display mode.
A object describing the result of the operation.
Gets a list of display modes matching certain specifications.
The display mode color format.
Flags indicating how the display mode scanline order and scaling.
A list of matching display mode descriptions. The list is null if an error occured.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDXGIOutput pointer.
The newly constructed object.
Gets a description of the output's gamma-control capabilities.
Gets statistics about recent frames.
Gets the output's description.
Represents the output of an adapter (such as a monitor).
Gets the adapter's unique identifier.
Gets the number of bytes of system memory shared with the CPU.
Gets the number of bytes of system memory not shared with the CPU.
Gets the number of bytes of video memory not shared with the CPU.
Gets the adapter's revision number.
Gets the adapter's subsystem ID.
Gets the adapter's device ID.
Gets the adapter's vendor ID.
Gets the adapter's description.
Describes various properties of an Adapter.
Initializes a new instance of the class.
The result code that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
The exception that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
Initializes a new instance of the class.
Represents errors that occur in the DXGI subsystem.
Initializes a new instance of the class.
The message describing the exception.
The exception that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
Initializes a new instance of the class.
An exception indicating that the appropriate Direct3DX 9 runtime could not be found or initialized.
Initializes a new instance of the class.
The message describing the exception.
The exception that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
Initializes a new instance of the class.
An exception indicating that the appropriate Direct3D 9 runtime could not be found or initialized.
Gets the shader function stream.
Gets the device associated with the shader.
The minimum number of instructions slots supported.
The maximum number of instruction slots supported.
The minimum level of nesting of static flow control instructions.
The maximum level of nesting of static flow control instructions.
The minimum number of temporary registers supported.
The maximum number of temporary registers supported.
The minimum level of nesting of dynamic flow control instructions.
The maximum level of nesting of dynamic flow control instructions.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DPixelShader9 pointer.
The newly constructed object.
Releases all resources used by the .
Initializes a new instance of the class.
The device used to create the shader.
The shader function stream.
Represents a pixel shader.
IDirect3DPixelShader9
Gets the version of the shader.
Gets the shader constant table.
Gets the raw shader function stream.
Gets the sampler names references in the shader.
The set of referenced sampler names.
Gets the set of semantics for shader outputs.
The set of semantics for shader outputs.
Gets the set of semantics for shader inputs.
The set of semantics for shader inputs.
Searches through the shader for the specified comment.
A FOURCC code used to identify the comment.
The comment data.
Disassembles the shader bytecode.
The disassembled shader.
Disassembles the shader bytecode.
Determines whether the disassembly should be color coded for easier reading.
The disassembled shader.
Disassembles the shader bytecode.
Determines whether the disassembly should be color coded for easier reading.
A shader comment string.
The disassembled shader.
Converts a shader version number into a managed object.
The shader version number.
The parsed shader version information.
Extracts the minor version component of a shader version number.
The shader version number.
The minor version component.
Extracts the major version component of a shader version number.
The shader version number.
The major version component.
Preprocesses a shader file without performing compilation.
Name of the shader source file.
A object representing the raw shader stream.
Preprocesses a shader file without performing compilation.
Name of the shader source file.
Macro definitions.
An interface to use for handling #include directives.
A object representing the raw shader stream.
Preprocesses a shader file without performing compilation.
Name of the shader source file.
Macro definitions.
An interface to use for handling #include directives.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Preprocesses a shader without performing compilation.
The source shader data.
A object representing the raw shader stream.
Preprocesses a shader without performing compilation.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
A object representing the raw shader stream.
Preprocesses a shader without performing compilation.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Preprocesses a shader without performing compilation.
The source shader data.
A object representing the raw shader stream.
Preprocesses a shader without performing compilation.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
A object representing the raw shader stream.
Preprocesses a shader without performing compilation.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Compiles a shader from file.
Name of the shader source file.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
A object representing the raw shader stream.
Compiles a shader from file.
Name of the shader source file.
Macro definitions.
An interface to use for handling #include directives.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
A object representing the raw shader stream.
Compiles a shader from file.
Name of the shader source file.
Macro definitions.
An interface to use for handling #include directives.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Compiles a shader from the given source data.
The source shader data.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
A object representing the raw shader stream.
Compiles a shader from the given source data.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
A object representing the raw shader stream.
Compiles a shader from the given source data.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Compiles a shader from the given source data.
The source shader data.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
A object representing the raw shader stream.
Compiles a shader from the given source data.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
A object representing the raw shader stream.
Compiles a shader from the given source data.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
The name of the shader entry point.
The shader profile that determines the shader instruction set.
Compilation options.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Assembles a shader from file.
Name of the shader file.
Compilation options.
A object representing the raw shader stream.
Assembles a shader from file.
Name of the shader file.
Macro definitions.
An interface to use for handling #include directives.
Compilation options.
A object representing the raw shader stream.
Assembles a shader from file.
Name of the shader file.
Macro definitions.
An interface to use for handling #include directives.
Compilation options.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Assembles a shader from the given source data.
The source shader data.
Compilation options.
A object representing the raw shader stream.
Assembles a shader from the given source data.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
Compilation options.
A object representing the raw shader stream.
Assembles a shader from the given source data.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
Compilation options.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Assembles a shader from the given source data.
The source shader data.
Compilation options.
A object representing the raw shader stream.
Assembles a shader from the given source data.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
Compilation options.
A object representing the raw shader stream.
Assembles a shader from the given source data.
The source shader data.
Macro definitions.
An interface to use for handling #include directives.
Compilation options.
When the method completes, contains any compilation errors and warnings.
A object representing the raw shader stream.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged ID3DXBuffer pointer.
The newly constructed object.
Releases all resources used by the .
Represents a raw shader function stream.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Options that modify how the usage is interpreted.
Options that identify how the parameter will be used.
Describes the semantics of a shader parameter.
D3DXSEMANTIC
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundBuffer pointer.
The newly constructed object.
Initializes a new instance of the class.
The SecondarySoundBuffer object is used to manage sound buffers and effects.
Retrieves the capabilities of the buffer object.
True if a requested 3D algorithm was not available and stereo panning was substituted.
Retrieves the status of the sound buffer.
Retrieves or sets the relative volume of the left and right audio channels.
Retrieves or sets the attenuation of the sound.
Retrieves or sets the frequency, in samples per second, at which the buffer is playing.
Retrieves or sets the position of the play cursor.
Retrieves the position of the write cursor in the sound buffer.
Writes data to the buffer.
Causes the sound buffer to stop playing.
Causes the sound buffer to play, starting at the play cursor.
Restores the memory allocation for a lost sound buffer.
The SoundBuffer object is used to manage sound buffers.
Gets or Sets whether the buffer has sticky focus.
Gets or Sets whether the buffer is in on-board hardware memory.
Gets or Sets whether the buffer is a primary buffer.
Gets or Sets whether the sound is reduced to silence at the maximum distance. The buffer will stop playing when the maximum distance is exceeded, so that processor time is not wasted. Applies only to software buffers.
Gets or Sets whether the buffer can be assigned to a hardware or software resource at play time.
Gets or Sets whether the buffer is in software memory and uses software mixing.
Gets or Sets whether the buffer uses hardware mixing.
Gets or Sets whether the buffer is a global sound buffer.
Gets or Sets whether the buffer supports effects processing.
Gets or Sets whether the buffer has position notification capability.
Gets or Sets whether the buffer has pan control capability.
Gets or Sets whether the buffer has volume control capability.
Gets or Sets whether the buffer has frequency control capability.
Gets or Sets whether the buffer has 3D control capability.
Gets or Sets whether the buffer uses the new behavior of the play cursor when retrieving the current position.
The processing overhead as a percentage of main processor cycles needed to mix this sound buffer.
The rate, in kilobytes per second, at which data is transferred to the buffer memory when SoundBuffer.Unlock is called.
Size of this buffer, in bytes.
Describes the capabilities of a DirectSound buffer object.
Unique identifier of the two-speaker virtualization algorithm to be used by DirectSound3D hardware emulation.
Structure specifying the waveform format for the buffer.
Flags specifying the capabilities of the buffer.
Size of the new buffer, in bytes. This value must be 0 when creating a buffer.
Describes the characteristics of a new buffer object.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Clones the instance and returns a new object containing the same values.
A new object containing the same values as the current instance.
Enumerates the DirectSound devices installed in the system.
A collection of the devices found.
Retrieves the capabilities of the hardware device.
Ascertains whether the device driver is certified for DirectX.
Retrieves the speaker configuration of the device.
Sets the speaker configuration of the device.
Sets the cooperative level of the application for this sound device.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSound8 pointer.
The newly constructed object.
Initializes a new instance of the class.
Initializes a new instance of the class.
The DirectSound object is used to create buffer objects, manage devices, and set up the environment.
String that specifies the module name of the DirectSound driver corresponding to this device.
String that provides a textual description of the DirectSound device.
Identifies the DirectSound driver being enumerated
Contains information about a DirectSound device.
The rate, in kilobytes per second, at which data can be transferred to hardware static sound buffers. This and the number of bytes transferred determines the duration of a call to the Buffer.Read or Buffer.Write method.
Size, in bytes, of the amount of memory on the sound card that stores static sound buffers.
The device supports hardware-mixed stereo secondary buffers.
The device supports hardware-mixed monophonic secondary buffers.
The device supports hardware-mixed secondary sound buffers with 8-bit samples.
The device supports hardware-mixed secondary sound buffers with 16-bit samples.
The device supports stereo primary buffers.
The device supports monophonic primary buffers.
Number of primary buffers supported. This value will always be 1.
The device supports primary buffers with 8-bit samples.
The device supports a primary buffer with 16-bit samples.
The processing overhead, as a percentage of main processor cycles, needed to mix software buffers. This varies according to the bus type, the processor type, and the clock speed.
Minimum sample rate specifications that are supported by this device's hardware secondary sound buffers.
Maximum sample rate specifications that are supported by this device's hardware secondary sound buffers.
Maximum number of streaming sound buffers.
Maximum number of static buffers.
Number of buffers that can be mixed in hardware. This member can be less than the sum of MaxHardwareMixingStaticBuffers and MaxHardwareMixingStreamingBuffers. Resource tradeoffs frequently occur.
Maximum number of streaming 3-D buffers.
Maximum number of static 3-D buffers.
Maximum number of 3-D buffers.
Size, in bytes, of the largest contiguous block of free memory on the sound card.
Number of unallocated streaming buffers.
Number of unallocated static buffers.
Number of unallocated buffers. On WDM drivers, this includes FreeHardware3DAllBuffers.
Size, in bytes, of the free memory on the sound card.
Number of unallocated streaming 3-D buffers.
Number of unallocated static 3-D buffers.
Number of unallocated 3-D buffers.
The device does not have a DirectSound driver installed, so it is being emulated through the waveform-audio functions. Performance degradation should be expected.
The device supports all sample rates between the MinSecondarySampleRate and MaxSecondarySampleRate member values. Typically, this means that the actual output rate will be within +/- 10 hertz (Hz) of the requested frequency.
The driver has been tested and certified by Microsoft. This flag is always set for WDM drivers.
Describes the capabilities of a DirectSound device.
Specifies possible speaker combinations for audio devices.
A combination of speakers will be used that provides 7.1 surround sound output.
A combination of speakers will be used that provides 5.1 surround sound output.
A combination of speakers will be used that provides 7.1 sound output.
A combination of speakers will be used that provides 5.1 sound output.
A combination of speakers will be used that provides 4.1 sound output.
A combination of speakers will be used that provides quadrophonic sound output.
A combination of speakers will be used that provides surround sound output.
A combination of speakers will be used that provides 2.1 sound output.
Two or more speakers will be used.
A single speaker will be used.
All possible speakers will be used.
A reserved speaker will be used.
A top back right speaker will be used.
A top back center speaker will be used.
A top back left speaker will be used.
A top front right speaker will be used.
A top front center speaker will be used.
A top front left speaker will be used.
A top center speaker will be used.
A right side speaker will be used.
A left side speaker will be used.
A back center speaker will be used.
A front right-of-center speaker will be used.
A front left-of-center speaker will be used.
A back right speaker will be used.
A back left speaker will be used.
A low frequency speaker will be used.
A front center speaker will be used.
A front right speaker will be used.
A front left speaker will be used.
Describes the state of a keyboard device.
Gets the state of the mouse buttons.
Gets the Z axis of the mouse.
Gets the Y axis of the mouse.
Gets the X axis of the mouse.
Describes the state of a mouse device.
Represents possible usage page identifiers for human interface devices.
Represents magnetic strip reading devices.
Represents scale pages.
Represents bar code scanners.
Represents power page 3.
Represents power page 2.
Represents power page 1.
Represents power page 0.
Represents monitor page 3.
Represents monitor page 2.
Represents monitor page 1.
Represents monitor page 0.
Represents medical instruments.
Represents alphanumeric displays.
Represents Unicode devices.
Represents physical interface devices.
Represents digitizer controls.
Represents consumer controls.
Represents telephony controls.
Represents ordinal controls.
Represents button controls.
Represents LED controls.
Represents keyboard controls.
Represents games controls.
Represents sports controls.
Represents virtual reality controls.
Represents simulation controls.
Represents generic desktop controls.
Represents undefined devices.
Represents possible usage identifiers for human interface devices.
Represents a throttle for a simulation device.
Represents a rudder for a simulation device.
Represents programmable buttons for a telephony device.
Represents a keypad telephony device.
Represents a headset telephony device.
Represents a handset telephony device.
Represents message controls for a telephony device.
Represents an answering machine telephony device.
Represents a phone telephony device.
Represents a generic indicator LED.
Represents an amber LED.
Represents a green LED.
Represents a red LED.
Represents an indicator color LED.
Represents a fast-blink-off-time LED.
Represents a fast-blink-on-time LED.
Represents a slow-blink-off-time LED.
Represents a slow-blink-on-time LED.
Represents a flash-on-time LED.
Represents an indicator off LED.
Represents an indicator fast blink LED.
Represents an indicator slow blink LED.
Represents an indicator flash LED.
Represents an indicator on LED.
Represents a nmultimode indicator LED.
Represents an in-use indicator LED.
Represents a selected indicator LED.
Represents an error LED.
Represents a record LED.
Represents a pause LED.
Represents a play LED.
Represents a fast forward LED.
Represents a rewind LED.
Represents a stop LED.
Represents a reverse LED.
Represents a forward LED.
Represents a remote LED.
Represents a paper jam LED.
Represents a paper out LED.
Represents a ready LED.
Represents a busy LED.
Represents an offline LED.
Represents an onlineLED.
Represents a camera off LED.
Represents a camera on LED.
Represents a standby LED.
Represents a conference LED.
Represents a call pickup LED.
Represents a send calls LED.
Represents a night mode LED.
Represents a coverage LED.
Represents a microphone LED.
Represents a hold LED.
Represents a headset LED.
Represents a speaker LED.
Represents a battery low LED.
Represents a battery OK LED.
Represents a battery operation LED.
Represents a data mode LED.
Represents a message waiting LED.
Represents a ring LED.
Represents an off-the-hook LED.
Represents a recording format LED.
Represents a CLV LED.
Represents a CAV LED.
Represents a spinning LED.
Represents a direct sampling rate LED.
Represents a stereo LED.
Represents a repeat LED.
Represents a surround field on LED.
Represents a sound field on LED.
Represents an equalizer enable LED.
Represents a low cut filter LED.
Represents a high cut filter LED.
Represents a tone enable LED.
Represents a mute LED.
Represents a do not disturb LED.
Represents a shift LED.
Represents a power LED.
Represents a kana LED.
Represents a compose LED.
Represents a scroll lock LED.
Represents a number lock LED.
Represents a number lock LED.
Represents a keyboard that provides a print screen key.
Represents a keyboard that provides a delete key.
Represents a keyboard that provides an escape key.
Represents a keyboard that provides a return key.
Represents a keyboard that provides an F12 key.
Represents a keyboard that provides an F1 key.
Represents a keyboard that provides a caps lock key.
Represents a keyboard that provides a number lock key.
Represents a keyboard that provides a scroll lock key.
Represents a keyboard that provides a right GUI key.
Represents a keyboard that provides a right alt key.
Represents a keyboard that provides a right shift key.
Represents a keyboard that provides a right control key.
Represents a keyboard that provides a left GUI key.
Represents a keyboard that provides a left alt key.
Represents a keyboard that provides a left shift key.
Represents a keyboard that provides a left control key.
Represents a generic keyboard device.
Represents a generic keyboard device.
Represents a device that provides keyboard alpha events.
Represents a device that provides keyboard alpha events.
Represents a device that provides keyboard undefined events.
Represents a device that provides keyboard post fail events.
Represents a device that provides keyboard rollover events.
Represents a device that provides keyboard events.
Represents a device that controls menu down.
Represents a device that controls menu up.
Represents a device that controls menu left.
Represents a device that controls menu right.
Represents a device that controls menu select.
Represents a device that controls menu exit.
Represents a device that controls system help menus.
Represents a device that controls system application menus.
Represents a device that controls system menus.
Represents a device that controls system context menus.
Represents a device that controls system wake.
Represents a device that controls system sleep.
Represents a device that controls system power.
Represents a device that provides VNO controls.
Represents a device that provides VBRZ controls.
Represents a device that provides VBRY controls.
Represents a device that provides VBRX controls.
Represents a device that provides VZ controls.
Represents a device that provides VY controls.
Represents a device that provides VX controls.
Represents a device that provides wakeup on motion support.
Represents a device that maintains a byte count.
Represents a device that maintains a counted buffer.
Represents a device that provides a hat switch.
Represents a wheel device.
Represents a device that provides a dial.
Represents a device that provides a slider.
Represents a device that provides relative Z coordinates.
Represents a device that provides relative Y coordinates.
Represents a device that provides relative X coordinates.
Represents a device that provides Z coordinates.
Represents a device that provides Y coordinates.
Represents a device that provides X coordinates.
Represents a system control device.
Represents a keypad device.
Represents a keyboard device.
Represents a gamepad device.
Represents a joystick device.
Represents a mouse device.
Represents a pointer device.
Initializes a new instance of the class.
The result code that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
The exception that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
Initializes a new instance of the class.
Represents errors that occur in the XInput subsystem.
Enables or disables data reporting in XInput.
true to enable XInput, false to disable it.
Sets vibration information for the controller.
Vibration settings for the controller.
A object describing the result of the operation.
Gets keystroke information from the device.
The type of the device to query.
Keystroke information from the device.
A object describing the result of the operation.
Gets the state of the controller.
A structure describing the state of the controller.
Retrieves the capabilities of the controller.
The type of the device whose capabilities are being retrieved.
A structure describing the capabilities of the controller.
Retrieves battery information for the controller.
The type of battery whose information is being retrieved.
A structure describing the battery in the controller.
Initializes a new instance of the class.
The index of the player whose controller is being represented.
Gets the identifier for the sound capture device in the controller.
Gets the identifier for the sound renderer in the controller.
Gets a value indicating whether or not the controller is connected.
Represents an XInput controller.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets a structure describing available vibration features.
Gets a structure describing available gamepad features.
Gets the features of the controller.
Gets the controller subtype.
Gets the controller type.
Describes the capabilities of a controller.
XINPUT_CAPABILITIES
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets the right motor speed.
Valid values are in the range 0 to 65,535. Zero signifies no motor use; 65,535 signifies 100% motor use.
Gets or sets the left motor speed.
Valid values are in the range 0 to 65,535. Zero signifies no motor use; 65,535 signifies 100% motor use.
Specifies motor speed levels for the vibration function of a controller.
The left motor is the low-frequency rumble motor. The right motor is the high-frequency rumble motor.
The two motors are not the same, and they create different vibration effects.
XINPUT_VIBRATION
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets a structure describing the current state of the gamepad.
Gets the state packet number.
The packet number indicates whether there have been any changes in the state of the controller. If the value
does not change in sequentially returned State structures, the controller state has not changed.
Represents the state of a controller.
XINPUT_STATE
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets the HID code corresponding to the input. If there is no corresponding HID code, this value is zero.
Gets the index of the signed-in gamer associated with the device. Can be a value in the range 0–3.
Gets a combination of flags that indicate the keyboard state at the time of the input event.
Gets the virtual-key code of the key, button, or stick movement.
Describes keystroke data from a device.
XINPUT_KEYSTROKE
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
This constant may be used as the value which and must be greater than to register as pressed.
Can be used as a positive and negative value to filter the right thumbstick input.
Can be used as a positive and negative value to filter the left thumbstick input.
Gets the right thumbstick y-axis value. The value is between -32768 and 32767.
Gets the right thumbstick x-axis value. The value is between -32768 and 32767.
Gets the left thumbstick y-axis value. The value is between -32768 and 32767.
Gets the right thumbstick y-axis value. The value is between -32768 and 32767.
Gets the current value of the right trigger analog control. The value is between 0 and 255.
Gets the current value of the left trigger analog control. The value is between 0 and 255.
Gets a set of flags describing the pressed buttons on the gamepad.
Describes the current state of the Xbox 360 Controller.
Each of the thumbstick axis members is a signed value between -32768 and 32767 describing the position of the thumbstick.
A value of 0 is centered. Negative values signify down or to the left. Positive values signify up or to the right.
The constants GamepadLeftThumbDeadZone or GamepadRightThumbDeadZone can be used as a positive and negative value to filter
thumbstick input.
XINPUT_GAMEPAD
Unmaps the buffer.
Maps the buffer, providing CPU access to its contents.
The IO operations to enable on the CPU.
Flags indicating how the CPU should respond when the GPU
is busy.
A data stream containing the mapped data. This data stream is invalidated
when the buffer is unmapped.
Constructs a Buffer object from a marshalled native pointer.
The native object pointer.
The Buffer object for the native object.
Constructs a new Buffer object.
The device to associate the buffer with.
Initial data to fill the buffer with on creation.
The size, in bytes, of the buffer.
Identifies the usage pattern for the buffer.
Specifies how the buffer will be bound to the pipeline.
Specifies how the buffer will be accessible from the CPU.
Specifies miscellaneous resource options.
Constructs a new Buffer object.
The device to associate the buffer with.
The size, in bytes, of the buffer.
Identifies the usage pattern for the buffer.
Specifies how the buffer will be bound to the pipeline.
Specifies how the buffer will be accessible from the CPU.
Specifies miscellaneous resource options.
Constructs a new Buffer object.
The device to associate the buffer with.
Initial data to fill the buffer with on creation.
The description of the buffer.
Constructs a new Buffer object.
The device to associate the buffer with.
The description of the buffer.
Gets the buffer's description.
A buffer resource. A buffer is a sequential collection of typed data elements,
typically used to contain vertex, index or shader constant data.
Retrieves the specified surface level.
Identifies the level whose surface is to be retrieved.
The surface of the specified level.
Retrieves a level description of a texture resource.
Identifies the level whose description is to be retrieved.
The surface description of the specified level.
Marks the entire texture as dirty.
A object describing the result of the operation.
Adds a dirty region to a texture resource.
A rectangle specifying the dirty region to add.
A object describing the result of the operation.
Unlocks a previously locked region of a texture.
The level of the texture to unlock.
A object describing the result of the operation.
Locks a rectangle on a texture resource.
The level of the texture to lock.
The region on the texture to lock.
Locking flags.
A describing the locked region.
Locks a texture resource.
The level of the texture to lock.
Locking flags.
A describing the locked region.
Uses a compiled HLSL shader function to fill each texel of each mip level of a given texture.
A texture shader object that is used to fill the texture.
A object describing the result of the operation.
Uses a user-provided function to fill each texel of each mip level of a given texture.
A function that is used to fill the texture.
A object describing the result of the operation.
Uses a user-provided function to fill each texel of each mip level of a given texture.
A function that uses the signature of the Fill2DCallback delegate.
Converts a height map into a normal map.
The destination texture.
The source height map texture.
Flags the control the generation of normal maps.
Flags specifying the source of height information.
Constant multiplier that increases or decreases values in the map. Higher values make bumps more visible, while lower values make them less visible.
A object describing the result of the operation.
Converts a height map into a normal map.
The destination texture.
The source height map texture.
The texture palette.
Flags the control the generation of normal maps.
Flags specifying the source of height information.
Constant multiplier that increases or decreases values in the map. Higher values make bumps more visible, while lower values make them less visible.
A object describing the result of the operation.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Checks texture-creation parameters.
Device associated with the texture.
Requested width of the texture.
Requested height of the texture.
Requested number of mipmap levels for the texture.
The requested usage for the texture.
Requested format for the texture.
Memory class where the resource will be placed.
A value type containing the proposed values to pass to the texture creation functions.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DTexture9 pointer.
The newly constructed object.
Releases all resources used by the .
Initializes a new instance of the class.
The device used to create the texture.
The width of the texture, in pixels.
The height of the texture, in pixels.
Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Represents a two dimensional texture resource.
IDirect3DTexture9
Retrieves the specified volume level.
Identifies the level whose surface is to be retrieved.
The volume of the specified level.
Retrieves a level description of a texture resource.
Identifies the level whose description is to be retrieved.
The surface description of the specified level.
Marks the entire texture as dirty.
A object describing the result of the operation.
Adds a dirty region to a texture resource.
A box specifying the dirty region to add.
A object describing the result of the operation.
Unlocks a previously locked region of a texture.
The level of the texture to unlock.
A object describing the result of the operation.
Locks a section of a texture resource.
The level of the texture to lock.
The region on the texture to lock.
Locking flags.
A describing the locked region.
Locks a texture resource.
The level of the texture to lock.
Locking flags.
A describing the locked region.
Uses a compiled HLSL shader function to fill each texel of each mip level of a given texture.
A texture shader object that is used to fill the texture.
A object describing the result of the operation.
Uses a user-provided function to fill each texel of each mip level of a given texture.
A function that is used to fill the texture.
A object describing the result of the operation.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Width of the texture, in pixels.
Height of the texture, in pixels.
Depth of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Width of the texture, in pixels.
Height of the texture, in pixels.
Depth of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Width of the texture, in pixels.
Height of the texture, in pixels.
Depth of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
Width of the texture, in pixels.
Height of the texture, in pixels.
Depth of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Width of the texture, in pixels.
Height of the texture, in pixels.
Depth of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Width of the texture, in pixels.
Height of the texture, in pixels.
Depth of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Width of the texture, in pixels.
Height of the texture, in pixels.
Depth of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Width of the texture, in pixels.
Height of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Checks texture-creation parameters.
Device associated with the texture.
Requested width of the texture.
Requested height of the texture.
Requested depth of the texture.
Requested number of mipmap levels for the texture.
The requested usage for the texture.
Requested format for the texture.
Memory class where the resource will be placed.
A value type containing the proposed values to pass to the texture creation functions.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DVolumeTexture9 pointer.
The newly constructed object.
Releases all resources used by the .
Initializes a new instance of the class.
The device used to create the texture.
The width of the texture, in pixels.
The height of the texture, in pixels.
The depth of the texture, in pixels.
Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Represents a three dimensional texture resource.
IDirect3DVolumeTexture9
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The suggested mip level count.
The suggested surface format.
The suggested depth of the texture, in pixels.
The suggested height of the texture, in pixels.
The suggested width of the texture, in pixels.
Contains suggested texture creation parameters for volume textures.
Retrieves the specified surface level.
The cube map face to operate on.
Identifies the level whose surface is to be retrieved.
The surface of the specified level.
Retrieves a level description of a texture resource.
Identifies the level whose description is to be retrieved.
The surface description of the specified level.
Marks the entire texture face as dirty.
The cube map face to operate on.
A object describing the result of the operation.
Adds a dirty region to a texture resource.
The cube map face to operate on.
A rectangle specifying the dirty region to add.
A object describing the result of the operation.
Unlocks a previously locked region of a texture.
The cube map face to operate on.
The level of the texture to unlock.
A object describing the result of the operation.
Locks a rectangle on a texture resource.
The cube map face to operate on.
The level of the texture to lock.
The region on the texture to lock.
Locking flags.
A describing the locked region.
Locks a texture resource.
The cube map face to operate on.
The level of the texture to lock.
Locking flags.
A describing the locked region.
Uses a compiled HLSL shader function to fill each texel of each mip level of a given texture.
A texture shader object that is used to fill the texture.
A object describing the result of the operation.
Uses a user-provided function to fill each texel of each mip level of a given texture.
A function that is used to fill the texture.
A object describing the result of the operation.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Loads a texture from file.
The device to be associated with the texture.
The name of the file containing the image.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Creates a texture from a stream.
The device to be associated with the texture.
The stream containing the texture data.
The size of the data, in bytes.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
The requested usage for the texture.
The memory class into which the texture should be placed.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
The created texture object.
Creates a texture from a specified block of memory.
The device to be associated with the texture.
The memory block representing the texture.
Size of the texture, in pixels.
Number of mipmap levels requested. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Combination of flags controlling how the image is filtered.
Combination of flags controlling how the mipmaps are filtered.
Color value in the image to replace with black, or 0 to disable the color key.
When the method completes, contains additional information about the texture.
When the method completes, contains the texture palette.
The created texture object.
Checks texture-creation parameters.
Device associated with the texture.
Requested size of the texture.
Requested number of mipmap levels for the texture.
The requested usage for the texture.
Requested format for the texture.
Memory class where the resource will be placed.
A value type containing the proposed values to pass to the texture creation functions.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DCubeTexture9 pointer.
The newly constructed object.
Releases all resources used by the .
Initializes a new instance of the class.
The device used to create the texture.
The length of each edge of the texture, in pixels.
Number of mipmap levels in the texture. If set to 0, mipmaps will automatically be generated.
The requested usage for the texture.
The surface format of the texture.
The memory class into which the texture should be placed.
Represents a cubic texture resource.
IDirect3DCubeTexture9
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The suggested mip level count.
The suggested surface format.
The suggested size of the texture, in pixels.
Contains suggested texture creation parameters for cube textures.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The suggested mip level count.
The suggested surface format.
The suggest height of the texture, in pixels.
The suggested width of the texture, in pixels.
Contains suggested texture creation parameters.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Retrieves information about an image from a stream.
Stream containing the image.
Information about the image.
Retrieves information about an image from a stream.
Stream containing the image.
true to preserve the stream position; false will move the stream pointer.
Information about the image.
Retrieves information about an image from memory.
A block of memory containing the image.
Information about the image.
Retrieves information about an image file.
Name of the image file.
Information about the image.
The format of the image file.
The type of the texture stored in the file.
The original format of the image.
Number of mip levels in the original image.
Depth of the original image, in pixels.
Height of the original image, in pixels.
Width of the original image, in pixels.
Contains the description of the contents of an image file.
D3DXIMAGE_INFO
Callback function used by 3D texture fill functions.
Texture coordinate being sampled.
Dimensions of the texel.
A 4 dimensional vector, representing a color value. X, Y, Z, and W map to R, G, B, and A, respectively.
Callback function used by 2D texture fill functions.
Texture coordinate being sampled.
Dimensions of the texel.
A 4 dimensional vector, representing a color value. X, Y, Z, and W map to R, G, B, and A, respectively.
Callback function used for animations.
The track for which the callback is occuring.
Application defined data.
Gets the raw shader stream.
Gets the raw stream of constant data.
Gets the constant table description.
Resets constant values to those defined in the shader.
A object describing the result of the operation.
Sets an array of effect parameter values.
The effect parameter.
The parameter values.
A object describing the result of the operation.
Sets an effect parameter value.
The effect parameter.
The parameter value.
A object describing the result of the operation.
Sets an array of effect parameter values.
The effect parameter.
The parameter values.
A object describing the result of the operation.
Sets an effect parameter value.
The effect parameter.
The parameter value.
A object describing the result of the operation.
Sets an array of effect parameter values.
The effect parameter.
The parameter values.
A object describing the result of the operation.
Sets an effect parameter value.
The effect parameter.
The parameter value.
A object describing the result of the operation.
Sets an array of effect parameter values.
The effect parameter.
The parameter values.
A object describing the result of the operation.
Sets an effect parameter value.
The effect parameter.
The parameter value.
A object describing the result of the operation.
Sets an array of effect parameter values.
The effect parameter.
The parameter values.
A object describing the result of the operation.
Sets an effect parameter value.
The effect parameter.
The parameter value.
A object describing the result of the operation.
Sets an array of effect parameter values.
The effect parameter.
The parameter values.
A object describing the result of the operation.
Sets an effect parameter value.
The effect parameter.
The parameter value.
A object describing the result of the operation.
Sets an array of effect parameter values.
The effect parameter.
The parameter values.
A object describing the result of the operation.
Sets an effect parameter value.
The effect parameter.
The parameter value.
A object describing the result of the operation.
Gets a list of descriptions for an array constant.
The array handle.
The list of constant descriptions.
Gets a description for a constant.
The constant handle.
The description of the constant.
Gets a constant from the constant table.
The array handle.
The index of the constant.
A handle to the constant data.
Gets a constant by looking up its name.
The parent handle.
The name of the constant.
A handle to the constant data.
Gets a constant by looking up its index.
The parent handle.
The index of the constant.
A handle to the constant data.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged ID3DXTextureShader pointer.
The newly constructed object.
Initializes a new instance of the class.
A stream of compiled shader data.
Represents a compiled shader designed to fill textures with image data.
Used to access the constant table. This table contains the variables that are used by high-level language shaders and effects.
ID3DXConstantTable
A description of a constant in a constant table.
D3DXCONSTANT_DESC
A description of the constant table.
D3DXCONSTANTTABLE_DESC
Gets the pool of shared effect parameters.
Gets the device associated with the effect.
Gets or sets the effect state manager.
Gets or sets the currently active technique.
Disassembles the effect.
true to enable color coding to make the disassembly easier to read, false to disable color coding.
A that contains the disassembled effect.
Sets a contiguous range of shader constants.
Handle to the value to set.
The data used to set the handle.
The starting offset into the data, in bytes.
A object describing the result of the operation.
Ccalled when the Direct3D device has been reset.
A object describing the result of the operation.
Called when the Direct3D device has been lost.
A object describing the result of the operation.
Validates a technique.
Handle of the technique.
true if the technique is valid; otherwise, false.
Searches for the next valid technique.
The starting point for the search.
The next valid technique.
Propagates state changes that occur inside of an active pass to the device before rendering.
A object describing the result of the operation.
Determines whether a parameter is used by a technique.
Handle of the parameter.
Handle of the technique.
true if the parameter is used by the technique; otherwise, false.
Deletes a stored parameter state block.
Handle to the parameter block.
A object describing the result of the operation.
Applies a parameter state block to the effect.
Handle to the parameter block.
A object describing the result of the operation.
Stops capturing state changes.
A handle to the parameter state block.
Starts capturing state changes in a parameter block.
A object describing the result of the operation.
Ends the current effect pass.
A object describing the result of the operation.
Begins an effect pass.
Index of the pass to start.
A object describing the result of the operation.
Ends the active rendering technique.
A object describing the result of the operation.
Starts an active technique.
The number of passes required to complete the technique.
Starts an active technique.
Rendering flags.
The number of passes required to complete the technique.
Creates a copy of the effect.
The device associated with the effect.
The cloned effect.
Creates an effect from a file.
The device used to create the effect.
The name of the source file containing the effect data.
A set of flags describing effect creation options.
The created effect object.
Creates an effect from a file.
The device used to create the effect.
The name of the source file containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The created effect object.
Creates an effect from a file.
The device used to create the effect.
The name of the source file containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The pool used for shared effect parameters.
The created effect object.
Creates an effect from a file.
The device used to create the effect.
The name of the source file containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The pool used for shared effect parameters.
When the method completes, contains compilation errors and warnings.
The created effect object.
Creates an effect from a string.
The device used to create the effect.
A string containing the effect data.
A set of flags describing effect creation options.
The created effect object.
Creates an effect from a string.
The device used to create the effect.
A string containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The created effect object.
Creates an effect from a string.
The device used to create the effect.
A string containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The pool used for shared effect parameters.
The created effect object.
Creates an effect from a string.
The device used to create the effect.
A string containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The pool used for shared effect parameters.
When the method completes, contains compilation errors and warnings.
The created effect object.
Creates an effect from a stream.
The device used to create the effect.
A stream containing the effect data.
A set of flags describing effect creation options.
The created effect object.
Creates an effect from a stream.
The device used to create the effect.
A stream containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The created effect object.
Creates an effect from a stream.
The device used to create the effect.
A stream containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The pool used for shared effect parameters.
The created effect object.
Creates an effect from a stream.
The device used to create the effect.
A stream containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The pool used for shared effect parameters.
When the method completes, contains compilation errors and warnings.
The created effect object.
Creates an effect from a block of memory.
The device used to create the effect.
A block of memory containing the effect data.
A set of flags describing effect creation options.
The created effect object.
Creates an effect from a block of memory.
The device used to create the effect.
A block of memory containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The created effect object.
Creates an effect from a block of memory.
The device used to create the effect.
A block of memory containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The pool used for shared effect parameters.
The created effect object.
Creates an effect from a block of memory.
The device used to create the effect.
A block of memory containing the effect data.
A set of preprocessor definitions.
An include file handler.
A set of constants that will be ignored by the effect system.
A set of flags describing effect creation options.
The pool used for shared effect parameters.
When the method completes, contains compilation errors and warnings.
The created effect object.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged ID3DXEffect pointer.
The newly constructed object.
Releases all resources used by the .
Represents a Direct3D rendering effect.
Closes a shader #include file.
The previously opened include stream.
Opens and reads the contents of a shader #include file.
Flags specifying the type of the include file.
Name of the include file to open.
When the method completes, contains a stream pointing to the include file.
Specifies an interface for handling #include directives.
ID3DXInclude
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The definition of the preprocessor symbol.
The name of the preprocessor symbol.
Describes preprocessor definitions used by an effect object.
Should be called when the Direct3D device has been reset.
A object describing the result of the operation.
Should be called when the Direct3D device has been lost.
A object describing the result of the operation.
Interface for classes which can respond to device lost and reset events.
Gets the effect description.
Gets a vertex shader from the effect.
The effect parameter identifying the shader.
The requested vertex shader.
Gets a pixel shader from the effect.
The effect parameter identifying the shader.
The requested pixel shader.
Sets the value of a parameter using the specified data.
The parameter whose value is to be set.
The new value for the parameter.
A object describing the result of the operation.
Gets the value of the specified parameter as a string.
Handle of the parameter.
The string value of the parameter.
Sets the value of a parameter using the specified data.
The parameter whose value is to be set.
The new value for the parameter.
A object describing the result of the operation.
Gets the value of the specified parameter as a texture.
Handle of the parameter.
The texture value of the parameter.
Sets the value of a parameter using the specified data.
The array parameter whose value is to be set.
The array of new values for the array parameter.
A object describing the result of the operation.
Sets the value of a parameter using the specified data.
The parameter whose value is to be set.
The new value for the parameter.
A object describing the result of the operation.
Gets the value of the specified parameter.
Handle of the parameter.
The value of the parameter.
Gets the value of the specified parameter.
Handle of the parameter.
The value of the parameter.
Gets the description of a pass.
Handle to the pass.
The pass description.
Gets the handle of a pass.
Handle of the parent technique.
Name of the pass.
The handle of the pass.
Gets the handle of a pass.
Handle of the parent technique.
Pass index.
The handle of the pass.
Gets a technique description.
Handle to the technique.
The technique description.
Gets the handle of a technique.
Name of the technique.
The handle of the technique.
Gets the handle of a technique.
Technique index.
The handle of the technique.
Gets a function description.
Handle to the function.
The function description.
Gets the handle of a function.
Name of the function.
The handle of the function.
Gets the handle of a function.
Function index.
The handle of the function.
Gets a parameter or annotation description.
Handle of the parameter or annotation.
The description of the specified parameter or annotation.
Gets the handle of an array element parameter.
Handle of the array.
Array parameter index.
The handle of the parameter.
Gets the handle of a parameter by looking up its semantic.
Handle of the parameter, or null for top-level parameters.
The name of the semantic.
The handle of the parameter.
Gets the handle of a parameter.
Handle of the parameter, or null for top-level parameters.
Name of the parameter.
The handle of the parameter.
Gets the handle of a parameter.
Handle of the parameter, or null for top-level parameters.
Parameter index.
The handle of the parameter.
Gets the handle of an annotation.
Handle of a technique, pass, or top-level parameter.
Name of the annotation.
The handle of the annotation.
Gets the handle of an annotation.
Handle of a technique, pass, or top-level parameter.
Annotation index.
The handle of the annotation.
Initializes a new instance of the class.
Provides methods for getting and setting effect parameters such as constants, functions, shaders, and techniques.
ID3DXBaseEffect
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The size of the parameter, in bytes.
Flags describing the attributes of the parameter.
Number of structure members.
Number of annotations applied to the parameter.
Number of elements in the array.
Number of columns in the array.
Number of rows in the array.
The parameter type.
The parameter class.
Semantic meaning of the parameter.
Name of the parameter.
Describes a parameter used by an effect.
D3DXPARAMETER_DESC
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Pointer to the pixel shader function.
Pointer to the vertex shader function.
The number of annotations contained by the pass.
The name of the pass.
Describes a pass used by an effect.
D3DXPASS_DESC
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The number of annotations contained by the technique.
The number of passes in the technique.
The name of the technique.
Describes a technique used by an effect.
D3DXTECHNIQUE_DESC
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The number of annotation contained by the function.
The name of the function.
Describes a function used by an effect.
D3DXFUNCTION_DESC
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Number of functions in the effect.
Number of techniques in the effect.
Number of parameters in the effect.
The name of the effect's creator.
Describes an effect object.
D3DXEFFECT_DESC
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Reverses the direction of a given vector.
The vector to negate.
A vector facing in the opposite direction.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
The difference of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
The sum of the two vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
When the method completes, contains an new vector composed of the largest components of the source vectors.
Returns a vector containing the largest components of the specified vectors.
The first source vector.
The second source vector.
A vector containing the largest components of the source vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
When the method completes, contains an new vector composed of the smallest components of the source vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
A vector containing the smallest components of the source vectors.
Performs a normal transformation using the given .
The normal vectors to transform.
The transformation .
The transformed normals.
Performs a normal transformation using the given .
The normal vector to transform.
The transformation .
When the method completes, contains the transformed normal.
Performs a normal transformation using the given .
The normal vector to transform.
The transformation .
The transformed normal.
Performs a coordinate transformation using the given .
The coordinate vectors to transform.
The transformation .
The transformed coordinates.
Performs a coordinate transformation using the given .
The coordinate vector to transform.
The transformation .
When the method completes, contains the transformed coordinates.
Performs a coordinate transformation using the given .
The coordinate vector to transform.
The transformation .
The transformed coordinates.
Transforms an array of 2D vectors by the given rotation.
The vectors to rotate.
The rotation to apply.
The transformed .
Transforms a 2D vector by the given rotation.
The vector to rotate.
The rotation to apply.
When the method completes, contains the transformed .
Transforms a 2D vector by the given rotation.
The vector to rotate.
The rotation to apply.
The transformed .
Transforms an array of 2D vectors by the given .
The source vectors.
The transformation .
The transformed s.
Transforms a 2D vector by the given .
The source vector.
The transformation .
When the method completes, contains the transformed .
Transforms a 2D vector by the given .
The source vector.
The transformation .
The transformed .
Converts the vector into a unit vector.
The vector to normalize.
When the method completes, contains the normalized vector.
Converts the vector into a unit vector.
The vector to normalize.
The normalized vector.
Calculates the dot product of two vectors.
First source vector.
Second source vector.
The dot product of the two vectors.
Calculates the squared distance between two vectors.
The first vector.
The second vector.
The squared distance between the two vectors.
Distance squared is the value before taking the square root.
Distance squared can often be used in place of distance if relative comparisons are being made.
For example, consider three points A, B, and C. To determine whether B or C is further from A,
compare the distance between A and B to the distance between A and C. Calculating the two distances
involves two square roots, which are computationally expensive. However, using distance squared
provides the same information and avoids calculating two square roots.
Calculates the distance between two vectors.
The first vector.
The second vector.
The distance between the two vectors.
Performs a cubic interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the cubic interpolation of the two vectors.
Performs a cubic interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
The cubic interpolation of the two vectors.
Performs a linear interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the linear interpolation of the two vectors.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a linear interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
The linear interpolation of the two vectors.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a Hermite spline interpolation.
First source position vector.
First source tangent vector.
Second source position vector.
Second source tangent vector.
Weighting factor.
When the method completes, contains the result of the Hermite spline interpolation.
Performs a Hermite spline interpolation.
First source position vector.
First source tangent vector.
Second source position vector.
Second source tangent vector.
Weighting factor.
The result of the Hermite spline interpolation.
Restricts a value to be within a specified range.
The value to clamp.
The minimum value.
The maximum value.
When the method completes, contains the clamped value.
Restricts a value to be within a specified range.
The value to clamp.
The minimum value.
The maximum value.
The clamped value.
Performs a Catmull-Rom interpolation using the specified positions.
The first position in the interpolation.
The second position in the interpolation.
The third position in the interpolation.
The fourth position in the interpolation.
Weighting factor.
When the method completes, contains the result of the Catmull-Rom interpolation.
Performs a Catmull-Rom interpolation using the specified positions.
The first position in the interpolation.
The second position in the interpolation.
The third position in the interpolation.
The fourth position in the interpolation.
Weighting factor.
A vector that is the result of the Catmull-Rom interpolation.
Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
A containing the 2D Cartesian coordinates of vertex 1 of the triangle.
A containing the 2D Cartesian coordinates of vertex 2 of the triangle.
A containing the 2D Cartesian coordinates of vertex 3 of the triangle.
Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
When the method completes, contains the 2D Cartesian coordinates of the specified point.
Returns a containing the 2D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 2D triangle.
A containing the 2D Cartesian coordinates of vertex 1 of the triangle.
A containing the 2D Cartesian coordinates of vertex 2 of the triangle.
A containing the 2D Cartesian coordinates of vertex 3 of the triangle.
Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
A new containing the 2D Cartesian coordinates of the specified point.
Reverses the direction of a given vector.
The vector to negate.
When the method completes, contains a vector facing in the opposite direction.
Reverses the direction of a given vector.
The vector to negate.
A vector facing in the opposite direction.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
When the method completes, contains the scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Modulates a vector by another.
The first vector to modulate.
The second vector to modulate.
When the moethod completes, contains the modulated vector.
Modulates a vector by another.
The first vector to modulate.
The second vector to modulate.
The modulated vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
When the method completes, contains the scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
When the method completes, contains the difference of the two vectors.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
The difference of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
When the method completes, contains the sum of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
The sum of the two vectors.
Converts the vector into a unit vector.
Calculates the squared length of the vector.
The squared length of the vector.
Calculates the length of the vector.
The length of the vector.
Initializes a new instance of the class.
Initial value for the X component of the vector.
Initial value for the Y component of the vector.
Initializes a new instance of the class.
The value that will be assigned to all components.
Gets the size of the type, in bytes.
Gets the Y unit (0, 1).
A that has a value of (0, 1).
Gets the X unit (1, 0).
A that has a value of (1, 0).
Gets a with all of its components set to zero.
A that has all of its components set to zero.
Gets or sets the Y component of the vector.
The Y component of the vector.
Gets or sets the X component of the vector.
The X component of the vector.
Defines a two component vector.
Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object.
A that provides a format context.
An of new property values.
An representing the given , or null if the object cannot be created.
Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^)
to create a new value, using the specified context.
A that provides a format context.
false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false.
Converts the given object to the type of this converter, using the specified context and culture information.
A that provides a format context.
A . If null is passed, the current culture is assumed.
The to convert.
An that represents the converted value.
Converts the given value object to the specified type, using the specified context and culture information.
A that provides a format context.
A . If null is passed, the current culture is assumed.
The to convert.
A that represents the type you want to convert to.
An that represents the converted value.
Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context.
A that provides a format context.
A System::Type that represents the type you want to convert from.
true if this converter can perform the conversion; otherwise, false.
Returns whether this converter can convert the object to the specified type, using the specified context.
A that provides a format context.
A that represents the type you want to convert to.
true if this converter can perform the conversion; otherwise, false.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Applications use the methods of the Volume class to manipulate volume resources.
IDirect3DVolume9
Describes a volume.
D3DVOLUME_DESC
Defines a volume.
D3DBOX
Gets or sets the level of detail for the texture.
Gets the number of texture levels in a multilevel texture.
Gets or sets the filter used to automatically generate mipmaps.
Saves a texture to a file.
The texture containing the image to save.
The name of the file to save to.
The file format to use when saving.
The texture palette.
A object describing the result of the operation.
Saves a texture to a file.
The texture containing the image to save.
The name of the file to save to.
The file format to use when saving.
A object describing the result of the operation.
Saves a texture to a stream.
The texture containing the image to save.
The file format to use when saving.
The texture palette.
A containing the texture image.
Saves a texture to a stream.
The texture containing the image to save.
The file format to use when saving.
A containing the texture image.
Generates mipmap sublevels.
Filters mipmap levels of a texture.
The mipmap level whose image is used to generate the subsequent levels.
Set of filtering options for the mipmap.
A object describing the result of the operation.
Filters mipmap levels of a texture.
The mipmap level whose image is used to generate the subsequent levels.
Set of filtering options for the mipmap.
The texture palette.
A object describing the result of the operation.
Releases all resources used by the .
Initializes a new instance of the class.
Represents a base class for all texture resources.
IDirect3DBaseTexture9
Gets the containing the actual data bytes.
Gets the number of bytes of data between two consecutive (2D) slices of data.
Gets the number of bytes of data between two consecutive (1D) rows of data.
A DataBox provides supporting information for a whose
data is organized within three dimensions (a box).
Applications use the methods of the Surface class to query and prepare surfaces.
IDirect3DSurface9
Describes a surface.
D3DSURFACE_DESC
Gets the containing the actual data bytes.
Gets the number of bytes of data between two consecutive (1D) rows of data.
A DataRectangle provides supporting information for a whose
data is organized within two dimensions (a rectangle).
Suspend execution of the calling thread until the next vertical blank signal.
Zero based swap chain index to specify the target chain on a multihead card.
Resets the device.
A set of new presentation parameters to apply to the device.
The properties of the desired display mode, when running fullscreen.
A Object describing the result of the operation.
Resets the device.
A set of new presentation parameters to apply to the device.
A Object describing the result of the operation.
Swap the swapchain's next buffer with the front buffer.
The destination window whose client area is taken as the target for this presentation.
Flags used to specify how the swap chain should be presented.
A Object describing the result of the operation.
Swap the swapchain's next buffer with the front buffer.
Flags used to specify how the swap chain should be presented.
A Object describing the result of the operation.
Retrieves the display mode's spatial resolution, color resolution, refresh frequency, and rotation settings.
The swap chain to retrieve display mode data about.
Receives the rotation setting of the adapter.
Extended display mode information about the adapter.
Retrieves the display mode's spatial resolution, color resolution, and refresh frequency.
The swap chain to retrieve display mode data about.
Extended display mode information about the adapter.
Checks an array of resources to determine if it is likely that they will cause a large stall at
Draw time because the system must make the resources GPU-accessible.
An array of resources to check the residency status of.
See the DirectX documentation.
See the DirectX documentation.
Checks a resource to determine if it is likely that it will cause a large stall at
Draw time because the system must make the resource GPU-accessible.
An resource to check the residency status of.
See the DirectX documentation.
See the DirectX documentation.
Reports the current cooperative-level status of the Direct3D device for a windowed or full-screen application.
The destination window handle to check for occlusion. This parameter may be IntPtr.Zero
The current status of this device.
This method replaces the .TestCooperativeLevel function,
which always returns .Success in Direct3D 9Ex applications.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DDevice9Ex pointer.
The newly constructed object.
Initializes a new instance of the class.
The Direct3D instance to create the device from.
Ordinal number that denotes the display adapter.
Denotes the desired device type. If the desired device type is not available, device creation will fail.
Specifies the target window for Direct3D rendering.
Combination of one or more options that control device creation.
Describes the presentation parameters for the device being created.
The display mode for when the device is set to fullscreen.
Initializes a new instance of the class.
The Direct3DEx instance to create the device from.
Ordinal number that denotes the display adapter.
Denotes the desired device type. If the desired device type is not available, device creation will fail.
Specifies the target window for Direct3D rendering.
Combination of one or more options that control device creation.
Describes the presentation parameters for the device being created.
Applications use the methods of DeviceEx to render primitives, create resources, work with
system-level variables, adjust gamma ramp levels, work with palettes, and create shaders.
IDirect3DDevice9Ex
Returns the actual display mode info based on the given mode index.
Index of the adapter to use.
The desired characteristics of the display mode.
Index of the desired display mode.
The extended display mode that matches the specified information.
Returns the number of display modes available on the specified adapter.
Index of the adapter to use.
The desired characteristics of the display mode.
The number of display modes available on the specified adapter.
Returns a unique identifier for the adapter that is specific to the adapter hardware.
Applications can use this identifier to define robust mappings across various APIs (Direct3D 9, DXGI).
Index of the adapter to use.
A unique identifier for the given adapter.
Retrieves the current extended display mode for the specified adapter.
Index of the adapter to use.
The current extended display mode for the specified adapter.
Retrieves the current extended display mode for the specified adapter.
Index of the adapter to use.
The current extended display mode for the specified adapter.
Gets a collection of installed extended adapters.
Gets or sets the adapter details.
Gets the capabilities of the adapter.
The desired device type.
A object containing the capabilities of the adapter.
Gets a list of all possible display modes for the adapter.
The desired characteristics of the display mode.
A collection of possibly display modes.
Gets the current extended display mode of the adapter.
Gets the monitor associated with the adapter.
Gets the adapter ordinal.
Dscribes the capabilities and properties of an available adapter.
Gets the default item.
Implements a read-only collection of instances.
Implements a read-only collection of instances.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The scanline ordering used by the display mode.
The surface format of the display mode.
Refresh rate of the monitor.
Screen height, in pixels.
Screen width, in pixels.
Describes an extended display mode.
D3DDISPLAYMODEEX
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The scanline ordering used by the display mode.
The surface format of the display mode.
Describes an extended display mode.
D3DDISPLAYMODEFILTER
Determines whether the device supports Render-To-Vertex-Buffer (R2VB).
Index of the adapter to use.
The desired device type.
true if the adapter supports R2VB; otherwise, false.
Retrieves device-specific information about a device.
Index of the adapter to use.
Desired device type.
A object containing the capabilities of the adapter.
Returns the handle of the monitor associated with the Direct3D object.
Index of the adapter to use.
Handle of the monitor associated with the Direct3D object.
Queries the device to determine whether the specified adapter supports the requested
format and display mode.
Index of the adapter to use.
Desired surface format.
Index of the desired display mode.
The display mode that matches the specified information.
Returns the number of display modes available on the specified adapter.
Index of the adapter to use.
Desired surface format.
The number of display modes available on the specified adapter.
Retrieves information about the specified adapter.
Index of the adapter to use.
Information about the specified adapter.
Retrieves the current display mode for the specified adapter.
Index of the adapter to use.
The current display mode for the specified adapter.
Determines if a multisampling technique is available on this device.
Index of the adapter to use.
The desired device type.
Format of the surface to be multisampled.
true to inquire about windowed multisampling, false to inquire about fullscreen multisampling.
The multisampling technique to test.
true if the device can perform the specified multisampling method; otherwise, false.
Determines if a multisampling technique is available on this device.
Index of the adapter to use.
The desired device type.
Format of the surface to be multisampled.
true to inquire about windowed multisampling, false to inquire about fullscreen multisampling.
The multisampling technique to test.
When the method completes, contains the number of quality stops available for a given multisample type.
true if the device can perform the specified multisampling method; otherwise, false.
Determines if a multisampling technique is available on this device.
Index of the adapter to use.
The desired device type.
Format of the surface to be multisampled.
true to inquire about windowed multisampling, false to inquire about fullscreen multisampling.
The multisampling technique to test.
When the method completes, contains the number of quality stops available for a given multisample type.
When the method completes, contains a object describing the result of the operation.
true if the device can perform the specified multisampling method; otherwise, false.
Determines whether a depth-stencil format is compatible with a render-target format in a particular display mode.
Index of the adapter to use.
The desired device type.
Format of the display mode into which the adapter will be placed.
Format of the render target surface.
Format of the depth-stencil surface.
true if the depth-stencil surface is compatible with the render target format; otherwise, false.
Determines whether a depth-stencil format is compatible with a render-target format in a particular display mode.
Index of the adapter to use.
The desired device type.
Format of the display mode into which the adapter will be placed.
Format of the render target surface.
Format of the depth-stencil surface.
When the method completes, contains a object describing the result of the operation.
true if the depth-stencil surface is compatible with the render target format; otherwise, false.
Verifies whether a hardware accelerated device type can be used on this adapter.
Index of the adapter to use.
The desired device type.
Format of the display mode into which the adapter will be placed.
Format of the back buffer.
Value indicating whether the device type will be used in full-screen or windowed mode.
true if the device can be used with the specified settings; otherwise, false.
Verifies whether a hardware accelerated device type can be used on this adapter.
Index of the adapter to use.
The desired device type.
Format of the display mode into which the adapter will be placed.
Format of the back buffer.
Value indicating whether the device type will be used in full-screen or windowed mode.
When the method completes, contains a object describing the result of the operation.
true if the device can be used with the specified settings; otherwise, false.
Determines whether a surface format is available as a specified resource type and can be
used as a texture, depth-stencil buffer, or render target, or any combination of the three,
on a device representing this adapter.
Index of the adapter to use.
The desired device type.
Format of the display mode into which the adapter will be placed.
Requested usage options for the surface.
Resource type requested for use with the queried format.
The format that will be checked for compatibility.
true if the format is compatible with the specified device; otherwise, false.
Determines whether a surface format is available as a specified resource type and can be
used as a texture, depth-stencil buffer, or render target, or any combination of the three,
on a device representing this adapter.
Index of the adapter to use.
The desired device type.
Format of the display mode into which the adapter will be placed.
Requested usage options for the surface.
Resource type requested for use with the queried format.
The format that will be checked for compatibility.
When the method completes, contains a object describing the result of the operation.
true if the format is compatible with the specified device; otherwise, false.
Tests the device to see if it supports conversion from one display format to another.
Index of the adapter to use.
The desired device type.
Source adapter format.
Destination adapter format.
true if the conversion is possible; otherwise, false.
Tests the device to see if it supports conversion from one display format to another.
Index of the adapter to use.
The desired device type.
Source adapter format.
Destination adapter format.
When the method completes, contains a object describing the result of the operation.
true if the conversion is possible; otherwise, false.
Gets the number of adapters on the system.
Gets a collection of installed adapters.
Gets or sets a value indicating whether Direct3D should check WHQL levels. If this value
is set to true, Direct3D can connect to the internet in order to download
new Microsoft Windows Hardware Quality Labs (WHQL) certificates.
Used to create Microsoft Direct3D objects and set up the environment. This class
includes methods for enumerating and retrieving capabilities of the device.
IDirect3D9
Gets or sets the adapter details.
Gets the capabilities of the adapter.
The desired device type.
A object containing the capabilities of the adapter.
Gets a list of all possible display modes for the adapter.
The desired pixel format.
A collection of possibly display modes.
Gets the current display mode of the adapter.
Gets the monitor associated with the adapter.
Gets the adapter ordinal.
Dscribes the capabilities and properties of an available adapter.
Gets the default item.
Implements a read-only collection of instances.
Gets a value indicating whether the adapter is WHQL certified.
The Windows Hardware Quality Labs validation level for the driver/device pair.
Gets the manufacturer identifier.
Gets the subsystem identifier for the chip set.
Gets the revision level of the chip set.
Gets the version of the driver running on the adapter.
Gets the name of the driver running on the adapter.
Gets the name of the adapter.
Gets a unique identifier for the adapter/chip set pair.
Gets the identifier of the adapter chip set.
Gets a friendly description string for the adapter.
Gets the adapter ordinal.
Contains information identifying an adapter.
D3DADAPTER_IDENTIFIER9
Describes the current velocity of the 3-D sound buffer.
Describes the current position of the 3-D sound buffer.
The angle of the outside sound projection cone.
The 3-D sound processing mode to be set.
The minimum distance.
The maximum distance.
The angle of the inside sound projection cone.
The cone outside volume.
Describes the current orientation of this 3-D buffer's sound projection cone.
Contains all information necessary to uniquely describe the location, orientation, and motion of a 3-D sound buffer.
Minimum filter cutoff for high-frequency harmonics attenuation.
Maximum filter cutoff for high-frequency harmonics attenuation.
Default filter cutoff for high-frequency harmonics attenuation.
Minimum width of frequency band that determines range of harmonic content addition.
Maximum width of frequency band that determines range of harmonic content addition.
Default width of frequency band that determines range of harmonic content addition.
Minimum center frequency of harmonic content addition.
Maximum center frequency of harmonic content addition.
Default center frequency of harmonic content addition.
Minimum percentage of distortion intensity.
Maximum percentage of distortion intensity.
Default percentage of distortion intensity.
Minimum amount of signal change after distortion.
Maximum amount of signal change after distortion.
Default amount of signal change after distortion.
Filter cutoff for high-frequency harmonics attenuation. The default value is 8000 Hz.
Width of frequency band that determines range of harmonic content addition. The default value is 2400 Hz.
Center frequency of harmonic content addition. The default value is 2400 Hz.
Percentage of distortion intensity. The default value is 15 percent.
Amount of signal change after distortion. The default value is -18 dB.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirectSoundFXDistortion pointer.
The newly constructed object.
The SoundEffectDistortion object is used to set and retrieve effect parameters on a buffer that supports distortion.
Predefined audio volume attenuation values.
Represents the original, unadjusted volume of the stream.
Indicates an audio volume attenuated by 100 dB, which, for all practical purposes, is silence.
Flags specifying the play behavior of the buffer.
If the hardware has no available voices, a currently playing buffer will be stopped to make room for the new buffer.
The buffer prematurely terminated will be the one with the lowest priority as set by the priority parameter passed to SecondarySoundBuffer::Play for the buffer.
If the hardware has no available voices, a currently playing buffer will be stopped to make room for the new buffer.
The buffer prematurely terminated will be selected from buffers that have the buffer's BufferFlags::Mute3DAtMaxDistance flag set and are beyond their maximum distance. If there are no such buffers, the method fails.
If the hardware has no available voices, a currently playing nonlooping buffer will be stopped to make room for the new buffer.
The buffer prematurely terminated is the one with the least time left to play.
Play this voice in a software buffer only.
Play this voice in a hardware buffer only.
Play continues until explicitly stopped. This flag must be set when playing a primary buffer.
Values that specify a standard reverberation preset.
Various speaker configurations.
The speakers are directed over an arc of 180 degrees.
The speakers are directed over an arc of 20 degrees.
The speakers are directed over an arc of 10 degrees.
The speakers are directed over an arc of 5 degrees.
Indicates the result of the attempt to set an effect in the buffer.
Effect is not registered on the system, and the method failed as a result.
No effect was created because resources weren't available.
Effect has not yet been assigned to hardware or software.
This value is returned if the buffer was created with the BufferFlags::Defer flag in Flags.
Effect is instantiated in software.
Effect is instantiated in hardware.
Effect is available but was not created because one of the other effects requested could not be created.
If any of the effects requested cannot be created, none of them are, and the call fails.
The 3-D sound processing mode to be set.
Processing of 3D sound is disabled. The sound seems to originate from the center of the listener's head.
Sound parameters (position, velocity, and orientation) are relative to the listener's parameters.
In this mode, the absolute parameters of the sound are updated automatically as the listener's parameters change, so that the relative parameters remain constant.
Normal processing. This is the default mode.
Various sound buffer locking flags.
Lock the entire buffer.
Start the lock at the write cursor.
Values specifying the cooperative level of the device.
Sets the write-primary level. The application has write access to the primary buffer. No secondary buffers can be played.
Sets the priority level.
Sets the normal level.
This level has the smoothest multitasking and resource-sharing behavior,
but because it does not allow the primary buffer format to change, output is restricted to the default 8-bit format.
Return values for Capture effects.
Effect is instantiated in software.
Effect is instantiated in hardware.
Flags specifying the status of the buffer.
The buffer was prematurely terminated by the voice manager and is not playing.
Set only for buffers created with the BufferFlags::Defer flag.
The buffer is playing in software. Set only for buffers created with the BufferFlags::Defer flag.
The buffer is playing in hardware. Set only for buffers created with the BufferFlags::Defer flag.
The buffer is being looped. If this value is not set, the buffer will stop when it reaches the end of the sound data.
This value is returned only in combination with BufferStatus::Playing.
The buffer is lost and must be restored before it can be played or locked.
The buffer is playing. If this value is not set, the buffer is stopped.
Flags specifying the capabilities of the buffer.
The buffer can be assigned to a hardware or software resource at play time.
The sound is reduced to silence at the maximum distance.
The buffer will stop playing when the maximum distance is exceeded, so that processor time is not wasted.
Applies only to software buffers.
The buffer uses the new behavior of the play cursor when retrieving the current position.
The buffer is a global sound buffer.
With this flag set, an application using DirectSound can continue to play its buffers if the user switches focus to another application,
even if the new application uses DirectSound.
The buffer has sticky focus.
If the user switches to another application not using DirectSound, the buffer is still audible.
However, if the user switches to another DirectSound application, the buffer is muted.
The buffer supports effects processing.
The buffer has position notification capability.
The buffer has volume control capability.
The buffer has pan control capability.
The buffer has frequency control capability.
The buffer has 3D control capability.
The buffer is in software memory and uses software mixing.
The buffer uses hardware mixing.
The buffer is in on-board hardware memory.
The buffer is a primary buffer.
Values indicating the acoustic echo cancellation operation mode.
The effect is running in full duplex mode.
The effect is running in half duplex mode. Not presently supported.
The effect is passing capture and render data through without modifying it.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets the relative charge level of the battery.
Gets the type of the battery.
Contains information about the battery of an XInput device.
XINPUT_BATTERY_INFORMATION
Specifies the index of a user's controller.
Player four.
Player three.
Player two.
Player one.
The index of the user is unimportant.
Defines flags that indicate the keyboard state at the time of an input event.
A repeat of a held key.
The key was released.
The key was pressed.
No extra keystroke flags.
Specifies possible key codes for gamepad buttons.
Pushing the right thumb stick down and to the right.
Pushing the right thumb stick down and to the left.
Pushing the right thumb stick up and to the right.
Pushing the right thumb stick up and to the left.
Pushing the right thumb stick right.
Pushing the right thumb stick left.
Pushing the right thumb stick down.
Pushing the right thumb stick up.
Pushing the left thumb stick down and to the right.
Pushing the left thumb stick down and to the left.
Pushing the left thumb stick up and to the right.
Pushing the left thumb stick up and to the left.
Pushing the left thumb stick right.
Pushing the left thumb stick left.
Pushing the left thumb stick down.
Pushing the left thumb stick up.
A complete press of the right thumb stick.
A complete press of the left thumb stick.
The back button.
The start button.
The Right button on the D-Pad.
The Left button on the D-Pad.
The Down button on the D-Pad.
The Up button on the D-Pad.
The right trigger button.
The left trigger button.
The left shoulder button.
The right shoulder button.
The Y button.
The X button.
The B button.
The A button.
Describes a set of pressed buttons on a gamepad.
The Y button is pressed.
The X button is pressed.
The B button is pressed.
The A button is pressed.
The right shoulder button is pressed.
The left shoulder button is pressed.
The right thumb button is pressed.
The left thumb button is pressed.
The back button is pressed.
The start button is pressed.
The Right button on the D-Pad is pressed.
The Left button on the D-Pad is pressed.
The Down button on the D-Pad is pressed.
The Up button on the D-Pad is pressed.
No buttons are pressed.
Specifies possible sub-types for XInput devices.
The device is a flight stick.
The device is a dancing pad.
The device is a racing wheel.
The device is a generic gamepad.
The device is an arcade stick.
Defines the type of devices that will be returned by a query.
Query for gamepads only.
Return any and all devices.
Specifies possible controller types.
The device is a game controller.
Specifies capabilities for XInput devices.
The device has an integrated voice device.
No extra capabilities specfied.
Specifies possible battery types.
The device's battery type is unknown.
The device is using a Nickel Metal Hydride battery.
The device is using an Alkaline battery.
The device is wired, and therefore does not have a battery.
The device is disconnected, and therefore the battery type cannot be determined.
Specifies possible values indicating the amount of charge remaining in a battery.
These are only valid for wireless, connected devices, with known battery types. The amount of use time remaining depends on the type of device.
The battery is fully charged.
The battery is at a medium charge.
The battery is running low.
The battery is completely empty.
Specifies possible XInput devices that can use batteries.
An XInput headset.
An XInput gamepad.
Returns a value indicating whether the two StateBlockMask are equivalent.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
A to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
An object to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two StateBlockMasks.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two StateBlockMasks.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Clones the instance and returns a new object containing the same values.
A new object containing the same values as the current instance.
Gets or sets a value indicating whether predication state is enabled by the mask.
Gets or sets a value indicating whether stream output buffer state is enabled by the mask.
Gets or sets a value indicating whether rasterizer state is enabled by the mask.
Gets or sets a value indicating whether scissor rectangle state is enabled by the mask.
Gets or sets a value indicating whether viewport state is enabled by the mask.
Gets or sets a value indicating whether blend state is enabled by the mask.
Gets or sets a value indicating whether depth and stencil state is enabled by the mask.
Gets or sets a value indicating whether render target state is enabled by the mask.
Gets or sets a value indicating whether primitive topology state is enabled by the mask.
Gets or sets a value indicating whether input layout state is enabled by the mask.
Gets or sets a value indicating whether index bufer state is enabled by the mask.
Gets a collection of values indicating which vertex buffer state is enabled by the mask.
Gets a collection of values indicating which pixel shader constant buffer state is enabled by the mask.
Gets a collection of values indicating which pixel shader resource state is enabled by the mask.
Gets a collection of values indicating which pixel shader sampler state is enabled by the mask.
Gets or sets a value indicating whether pixel shader state is enabled by the mask.
Gets a collection of values indicating which geometry shader constant buffer state is enabled by the mask.
Gets a collection of values indicating which geometry shader resource state is enabled by the mask.
Gets a collection of values indicating which geometry shader sampler state is enabled by the mask.
Gets or sets a value indicating whether geometry shader state is enabled by the mask.
Gets a collection of values indicating which vertex shader sampler state is enabled by the mask.
Gets a collection of values indicating which vertex shader resource state is enabled by the mask.
Gets a collection of values indicating which vertex shader sampler state is enabled by the mask.
Gets or sets a value indicating whether vertex shader state is enabled by the mask.
Initializes a new instance of the class.
The to copy initial values from.
Gets the resource's dimension (type).
Gets or sets the resource's eviction priority.
Constructs a Resource object from a marshalled native pointer.
The native object pointer.
The Resource object for the native object.
A resource object.
Gets the device the object is bound to.
Constructs a DeviceChild object from a marshalled native pointer.
The native object pointer.
The DeviceChild object for the native object.
An object that is bound to a Device.
Generates mipmaps for the specified shader resource.
A view of the resource to generate mipmaps for.
Sends queued commands in the command buffer to the GPU.
Renders primitive data of an unknown size that was created by a geometry shader.
Renders indexed, instanced primitive data.
The number of indices to use per index.
The number of instances to render.
The index of the first index.
The index of the first vertex.
The index of the first instance.
Renders indexed, non-instanced primitive data.
The number of indices to use.
The index of the first index.
The index of the first vertex.
Renders non-indexed, instanced primitive data.
The number of vertices to use per index.
The number of instances to render.
The index of the first vertex.
The index of the first instance.
Renders non-indexed, non-instanced primitive data.
The number of vertices to use.
The index of the first vertex.
Copies data from the CPU to to a non-mappable subresource region.
The source data.
The destination resource.
The destination subresource.
The destination region within the resource.
Copies a multisampled resource into a non-multisampled resource.
The source resource.
The source subresource.
The destination resource.
The destination subresource.
The format that indicates how the multisampled resource will be resolved.
Copies a portion of a resource's data using the GPU.
The source resource.
The source subresource.
The source region.
The destination resource.
The destination subresource.
The X offset between the source region origin and the destination location.
The Y offset between the source region origin and the destination location.
The Z offset between the source region origin and the destination location.
Copies resource data using the GPU.
The source resource.
The destination resource.
Clears all resource bindings from the device.
A object describing the result of the operation.
Restores all device state to defaults.
Clears the specified render target resource.
The view of the resource to clear.
The color to clear to.
Clears the specified depth-stencil resource.
The view of the resource to clear.
Flags indicating which parts of the resource to clear.
The depth value to clear to, if applicable.
The stencil value to clear to, if applicable.
Gets the number of quality levels supported during multisampling of resources using a specified format.
The format to check support for.
The multisample count to check support for.
The number of quality levels supported. 0 if an error occured
or if the format/samplecount pair is not supported.
Gets information about the supported applications of a specified format.
The format to check support for.
FormatSupport flags indicating usage contexts in which the specified format is supported.
Gets metadata (name, type, measurement units, et cetera) for a specific counter.
The description of the counter to retrieve information about.
Metadata for the specified counter.
Gets information about the device's performance counters.
Information about the device's performance counters.
Constructs a Device object from a marshalled native pointer.
The native object pointer.
The Device object for the native object.
Constructs a new Device object.
The display adapter to associate the device with when creating a hardware device.
The device driver type.
Flags that indicate which device API layers to enable.
Constructs a new Device object.
The device driver type.
Flags that indicate which device API layers to enable.
Constructs a new Device object.
Flags that indicate which device API layers to enable.
Gets the device's creation flags.
Gets the device's rasterizer interface.
Gets the device's stream output interface.
Gets the device's output merger interface.
Gets the device's input assembler interface.
A virtual adapter for performing rendering.
Flags that control the behavior of rendering.
D3DX10_SPRITE_FLAG
Increases the reference count of textures when DrawSpritesBuffered is called.
Saves render state when sprites are rendered, and restores the previous state once rendering
is complete.
Sort the sprites from front to back based on their depth; sprites closer to the
camera will be rendered first.
Sort the sprites from back to front based on their depth; sprites further away from the
camera will be rendered first.
Group sprites by texture before rendering; improves performance when many sprites
share textures.
No flags.
Flags that indicate which components of a value are valid.
Indicates that all components are valid.
Indicates that the W (or A) component is valid.
Indicates that the Z (or B) component is valid.
Indicates that the Y (or G) component is valid.
Indicates that the X (or R) component is valid.
Indicates that no components are valid.
Values that indicate how to alter mesh data during an optimization operation.
Affects the vertex cache size. Using this flag specifies a default vertex cache size that works well on legacy hardware.
While attribute sorting, do not split vertices that are shared between attribute groups.
Optimize the faces only; do not optimize the vertices.
Reorders faces to maximize length of adjacent triangles.
Reorders faces to increase the cache hit rate of vertex caches.
Reorders faces to optimize for fewer attribute bundle state changes and enhanced draw performance.
Reorders faces to remove unused vertices and faces.
Flags that indicate the location of an include file.
Indicates that the include is in the system path (or paths).
Indicates that the include is in the local path (or paths).
Specifies values which control a swap chain's window association behavior.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Determines if a device interface for a graphics component is supported by the adapter.
The device interface type.
Receives the user-mode driver version of the interface.
true if the device interface is supported; otherwise, false.
Determines if a device interface for a graphics component is supported by the adapter.
The device interface type.
true if the device interface is supported; otherwise, false.
Gets the specified output.
The desired output, or null on failure.
Gets the number of outputs on the adapter.
The number of outputs on the adapter.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDXGIAdapter pointer.
The newly constructed object.
Gets the adapter's description.
A display subsystem (one or more GPUs, DACs, and video memory).
Constructs a new exception object.
The result code that caused this exception.
Constructs a new exception object.
The message describing the exception.
The exception that caused this exception.
Constructs a new exception object.
The message describing the exception.
Constructs a new exception object.
Represents errors that occur in the Direct3D 10 subsystem.
Initializes a new instance of the class.
The result code that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
The exception that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
Initializes a new instance of the class.
Represents errors that occur in the XInput subsystem.
When overridden in a derived class, sets the with information about the exception.
The that holds the serialized object data about the exception being thrown.
The that contains contextual information about the source or destination.
Initializes a new instance of the class.
The result code that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
The exception that caused this exception.
Initializes a new instance of the class.
The message describing the exception.
Initializes a new instance of the class.
Gets the Result code for the exception. This value indicates
the specific type of failure that occured within SlimDX.
The base class for errors that occur in SlimDX.
Applications use the methods of the SkinInfo class to manipulate bone matrices,
which are used to skin vertex data for animation.
ID3DXSkinInfo
Describes a subset of the mesh that has the same attribute and bone combination.
D3DXBONECOMBINATION
Contains information about the placement and orientation of a glyph in a character cell.
GLYPHMETRICSFLOAT
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Determines whether a ray intersects the specified object.
The ray which will be tested for intersection.
A sphere that will be tested for intersection.
When the method completes, contains the distance at which the ray intersected the plane.
true if the ray intersects the plane; otherwise, false.
Determines whether a ray intersects the specified object.
The ray which will be tested for intersection.
A box that will be tested for intersection.
When the method completes, contains the distance at which the ray intersected the plane.
true if the ray intersects the plane; otherwise, false.
Determines whether a ray intersects the specified object.
The ray which will be tested for intersection.
The first vertex of a triangle that will be tested for intersection.
The second vertex of a triangle that will be tested for intersection.
The third vertex of a triangle that will be tested for intersection.
When the method completes, contains the distance at which the ray intersected the plane.
true if the ray intersects the plane; otherwise, false.
Determines whether a ray intersects the specified object.
The ray which will be tested for intersection.
A plane that will be tested for intersection.
When the method completes, contains the distance at which the ray intersected the plane.
true if the ray intersects the plane; otherwise, false.
Initializes a new instance of the structure.
The location of the ray's origin.
A unit vector specifying the direction in which the ray is pointing.
A unit vector specifying the direction in which the ray is pointing.
Specifies the location of the ray's origin.
Defines a ray in three dimensions, specified by a starting position and a direction.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Scales a matrix by a given value.
The matrix to scale.
The amount by which to scale.
The scaled matrix.
Scales a matrix by a given value.
The matrix to scale.
The amount by which to scale.
The scaled matrix.
Multiplies two matricies.
The first matrix to multiply.
The second matrix to multiply.
The product of the two matricies.
Scales a matrix by a given value.
The matrix to scale.
The amount by which to scale.
The scaled matrix.
Divides two matricies.
The first matrix to divide.
The second matrix to divide.
The quotient of the two matricies.
Subtracts two matricies.
The first matrix to subtract.
The second matrix to subtract.
The difference between the two matricies.
Adds two matricies.
The first matrix to add.
The second matrix to add.
The sum of the two matricies.
Negates a matrix.
The matrix to negate.
The negated matrix.
Creates a 2D transformation matrix.
Center point of the scaling operation.
Scaling rotation amount.
Scaling factor.
The center of the rotation.
The rotation of the transformation.
The translation factor of the transformation.
When the method completes, contains the created transformation matrix.
Creates a 2D transformation matrix.
Center point of the scaling operation.
Scaling rotation amount.
Scaling factor.
The center of the rotation.
The rotation of the transformation.
The translation factor of the transformation.
The created transformation matrix.
Creates a transformation matrix.
Center point of the scaling operation.
Scaling rotation amount.
Scaling factor.
The center of the rotation.
The rotation of the transformation.
The translation factor of the transformation.
When the method completes, contains the created transformation matrix.
Creates a transformation matrix.
Center point of the scaling operation.
Scaling rotation amount.
Scaling factor.
The center of the rotation.
The rotation of the transformation.
The translation factor of the transformation.
The created transformation matrix.
Creates a 2D affine transformation matrix.
Scaling factor.
The center of the rotation.
The rotation of the transformation.
The translation factor of the transformation.
When the method completes, contains the created affine transformation matrix.
Creates a 2D affine transformation matrix.
Scaling factor.
The center of the rotation.
The rotation of the transformation.
The translation factor of the transformation.
The created affine transformation matrix.
Creates a 3D affine transformation matrix.
Scaling factor.
The center of the rotation.
The rotation of the transformation.
The translation factor of the transformation.
When the method completes, contains the created affine transformation matrix.
Creates a 3D affine transformation matrix.
Scaling factor.
The center of the rotation.
The rotation of the transformation.
The translation factor of the transformation.
The created affine transformation matrix.
Calculates the transpose of the specified matrix.
The matrix whose transpose is to be calculated.
When the method completes, contains the transpose of the specified matrix.
Calculates the transpose of the specified matrix.
The matrix whose transpose is to be calculated.
The transpose of the specified matrix.
Calculates the inverse of the specified matrix.
The matrix whose inverse is to be calculated.
When the method completes, contains the inverse of the specified matrix.
Calculates the inverse of the specified matrix.
The matrix whose inverse is to be calculated.
The inverse of the specified matrix.
Creates a translation matrix using the specified offsets.
The offset for all three coordinate planes.
When the method completes, contains the created translation matrix.
Creates a translation matrix using the specified offsets.
The offset for all three coordinate planes.
The created translation matrix.
Creates a translation matrix using the specified offsets.
X-coordinate offset.
Y-coordinate offset.
Z-coordinate offset.
When the method completes, contains the created translation matrix.
Creates a translation matrix using the specified offsets.
X-coordinate offset.
Y-coordinate offset.
Z-coordinate offset.
The created translation matrix.
Creates a matrix that flattens geometry into a plane.
Position of the shadow light.
The plane into which the geometry will be flattened.
When the method completes, contains the created shadow matrix.
Creates a matrix that flattens geometry into a plane.
Position of the shadow light.
The plane into which the geometry will be flattened.
The created shadow matrix.
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
Scaling factor for all three axes.
When the method completes, contains the created scaling matrix.
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
Scaling factor for all three axes.
The created scaling matrix.
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
Scaling factor that is applied along the x-axis.
Scaling factor that is applied along the y-axis.
Scaling factor that is applied along the z-axis.
When the method completes, contains the created scaling matrix.
Creates a matrix that scales along the x-axis, y-axis, and y-axis.
Scaling factor that is applied along the x-axis.
Scaling factor that is applied along the y-axis.
Scaling factor that is applied along the z-axis.
The created scaling matrix.
Creates a matrix that reflects the coordinate system about a plane.
The plane about which the coordinate system will be reflected.
When the method completes, contains the created reflection matrix.
Creates a matrix that reflects the coordinate system about a plane.
The plane about which the coordinate system will be reflected.
The created reflection matrix.
Creates a right-handed, customized perspective projection matrix.
Minimum x-value of the viewing volume.
Maximum x-value of the viewing volume.
Minimum y-value of the viewing volume.
Maximum y-value of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a right-handed, customized perspective projection matrix.
Minimum x-value of the viewing volume.
Maximum x-value of the viewing volume.
Minimum y-value of the viewing volume.
Maximum y-value of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a left-handed, customized perspective projection matrix.
Minimum x-value of the viewing volume.
Maximum x-value of the viewing volume.
Minimum y-value of the viewing volume.
Maximum y-value of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a left-handed, customized perspective projection matrix.
Minimum x-value of the viewing volume.
Maximum x-value of the viewing volume.
Minimum y-value of the viewing volume.
Maximum y-value of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a right-handed, perspective projection matrix based on a field of view.
Field of view in the y direction, in radians.
Aspect ratio, defined as view space width divided by height.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a right-handed, perspective projection matrix based on a field of view.
Field of view in the y direction, in radians.
Aspect ratio, defined as view space width divided by height.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a left-handed, perspective projection matrix based on a field of view.
Field of view in the y direction, in radians.
Aspect ratio, defined as view space width divided by height.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a left-handed, perspective projection matrix based on a field of view.
Field of view in the y direction, in radians.
Aspect ratio, defined as view space width divided by height.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a right-handed, perspective projection matrix.
Width of the viewing volume.
Height of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a right-handed, perspective projection matrix.
Width of the viewing volume.
Height of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a left-handed, perspective projection matrix.
Width of the viewing volume.
Height of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a left-handed, perspective projection matrix.
Width of the viewing volume.
Height of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a right-handed, customized orthographic projection matrix.
Minimum x-value of the viewing volume.
Maximum x-value of the viewing volume.
Minimum y-value of the viewing volume.
Maximum y-value of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a right-handed, customized orthographic projection matrix.
Minimum x-value of the viewing volume.
Maximum x-value of the viewing volume.
Minimum y-value of the viewing volume.
Maximum y-value of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a left-handed, customized orthographic projection matrix.
Minimum x-value of the viewing volume.
Maximum x-value of the viewing volume.
Minimum y-value of the viewing volume.
Maximum y-value of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a left-handed, customized orthographic projection matrix.
Minimum x-value of the viewing volume.
Maximum x-value of the viewing volume.
Minimum y-value of the viewing volume.
Maximum y-value of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a right-handed, orthographic projection matrix.
Width of the viewing volume.
Height of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a right-handed, orthographic projection matrix.
Width of the viewing volume.
Height of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a left-handed, orthographic projection matrix.
Width of the viewing volume.
Height of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
When the method completes, contains the created projection matrix.
Creates a left-handed, orthographic projection matrix.
Width of the viewing volume.
Height of the viewing volume.
Minimum z-value of the viewing volume.
Maximum z-value of the viewing volume.
The created projection matrix.
Creates a right-handed, look-at matrix.
The position of the viewer's eye.
The camera look-at target.
The camera's up vector.
When the method completes, contains the created look-at matrix.
Creates a right-handed, look-at matrix.
The position of the viewer's eye.
The camera look-at target.
The camera's up vector.
The created look-at matrix.
Creates a left-handed, look-at matrix.
The position of the viewer's eye.
The camera look-at target.
The camera's up vector.
When the method completes, contains the created look-at matrix.
Creates a left-handed, look-at matrix.
The position of the viewer's eye.
The camera look-at target.
The camera's up vector.
The created look-at matrix.
Creates a rotation matrix with a specified yaw, pitch, and roll.
Yaw around the y-axis, in radians.
Pitch around the x-axis, in radians.
Roll around the z-axis, in radians.
When the method completes, contains the created rotation matrix.
Creates a rotation matrix with a specified yaw, pitch, and roll.
Yaw around the y-axis, in radians.
Pitch around the x-axis, in radians.
Roll around the z-axis, in radians.
The created rotation matrix.
Creates a rotation matrix from a quaternion.
The quaternion to use to build the matrix.
The created rotation matrix.
Creates a rotation matrix from a quaternion.
The quaternion to use to build the matrix.
The created rotation matrix.
Creates a matrix that rotates around an arbitary axis.
The axis around which to rotate.
Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
When the method completes, contains the created rotation matrix.
Creates a matrix that rotates around an arbitary axis.
The axis around which to rotate.
Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
The created rotation matrix.
Creates a matrix that rotates around the z-axis.
Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
When the method completes, contains the created rotation matrix.
Creates a matrix that rotates around the z-axis.
Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
The created rotation matrix.
Creates a matrix that rotates around the y-axis.
Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
When the method completes, contains the created rotation matrix.
Creates a matrix that rotates around the y-axis.
Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
The created rotation matrix.
Creates a matrix that rotates around the x-axis.
Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
When the method completes, contains the created rotation matrix.
Creates a matrix that rotates around the x-axis.
Angle of rotation in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
The created rotation matrix.
Creates a spherical billboard that rotates around a specified object position.
The position of the object around which the billboard will rotate.
The position of the camera.
The up vector of the camera.
The forward vector of the camera.
When the method completes, contains the created billboard matrix.
Creates a spherical billboard that rotates around a specified object position.
The position of the object around which the billboard will rotate.
The position of the camera.
The up vector of the camera.
The forward vector of the camera.
The created billboard matrix.
Performs a linear interpolation between two matricies.
Start matrix.
End matrix.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the linear interpolation of the two matricies.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a linear interpolation between two matricies.
Start matrix.
End matrix.
Value between 0 and 1 indicating the weight of .
The linear interpolation of the two matrices.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Negates a matrix.
The matrix to be negated.
When the method completes, contains the negated matrix.
Negates a matrix.
The matrix to be negated.
The negated matrix.
Scales a matrix by the given value.
The matrix to scale.
The amount by which to scale.
When the method completes, contains the scaled matrix.
Scales a matrix by the given value.
The matrix to scale.
The amount by which to scale.
The scaled matrix.
Determines the quotient of two matrices.
The first matrix to divide.
The second matrix to divide.
When the method completes, contains the quotient of the two matrices.
Determines the quotient of two matrices.
The first matrix to divide.
The second matrix to divide.
The quotient of the two matrices.
Scales a matrix by the given value.
The matrix to scale.
The amount by which to scale.
When the method completes, contains the scaled matrix.
Scales a matrix by the given value.
The matrix to scale.
The amount by which to scale.
The scaled matrix.
Determines the product of two matrices.
The first matrix to multiply.
The second matrix to multiply.
The product of the two matrices.
Determines the product of two matrices.
The first matrix to multiply.
The second matrix to multiply.
The product of the two matrices.
Determines the difference between two matrices.
The first matrix to subtract.
The second matrix to subtract.
When the method completes, contains the difference between the two matrices.
Determines the difference between two matrices.
The first matrix to subtract.
The second matrix to subtract.
The difference between the two matrices.
Determines the sum of two matrices.
The first matrix to add.
The second matrix to add.
When the method completes, contains the sum of the two matrices.
Determines the sum of two matrices.
The first matrix to add.
The second matrix to add.
The sum of the two matrices.
Calculates the determinant of the matrix.
The determinant of the matrix.
Decomposes the matrix into its scalar, rotational, and translational elements.
When the method completes, contains the scalar element of the matrix.
When the method completes, contains the translational element of the matrix.
When the method completes, contains the rotational element of the matrix.
true if the decomposition was successful; otherwise, false.
Inverts the matrix.
Gets a value indicating whether this instance is an identity matrix.
Gets a that represents an identity matrix.
Gets or sets the element of the matrix that exists in the fourth row and fourth column.
Gets or sets the element of the matrix that exists in the fourth row and third column.
Gets or sets the element of the matrix that exists in the fourth row and second column.
Gets or sets the element of the matrix that exists in the fourth row and first column.
Gets or sets the element of the matrix that exists in the third row and fourth column.
Gets or sets the element of the matrix that exists in the third row and third column.
Gets or sets the element of the matrix that exists in the third row and second column.
Gets or sets the element of the matrix that exists in the third row and first column.
Gets or sets the element of the matrix that exists in the second row and fourth column.
Gets or sets the element of the matrix that exists in the second row and third column.
Gets or sets the element of the matrix that exists in the second row and second column.
Gets or sets the element of the matrix that exists in the second row and first column.
Gets or sets the element of the matrix that exists in the first row and fourth column.
Gets or sets the element of the matrix that exists in the first row and third column.
Gets or sets the element of the matrix that exists in the first row and second column.
Gets or sets the element of the matrix that exists in the first row and first column.
Defines a 4x4 matrix.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Gets a description of the buffer.
Unlocks previously locked data.
A object describing the result of the operation.
Locks the buffer and obtains a pointer to the memory.
Offset into the index data to lock, in bytes.
Size of the index data to lock, in bytes.
Locking flags.
A containing the index data.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DIndexBuffer9 pointer.
The newly constructed object.
Initializes a new instance of the class.
The device that will be used to create the buffer.
Size of the buffer, in bytes.
The requested usage of the buffer.
The memory class into which the resource will be placed.
true to create a buffer of 16-bit indices; false to create a buffer of 32-bit indices.
Represents a buffer of index data.
IDirect3DIndexBuffer9
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The size of the buffer data, in bytes.
The memory class allocated for the buffer.
The intended usage of the resource.
Identifies the resource as an index buffer.
Surface format of the index data.
Describes an index buffer.
D3DINDEXBUFFER_DESC
Gets the type of the resource.
Gets or sets the resource's priority.
Gets the device associated with the resource.
The resource has the maximum priority possible.
The resource is scheduled with high priority.
The resource is scheduled with normal priority.
The resource is scheduled with low priority.
The resource has the lowest priority possible.
Preloads a managed resource.
Initializes a new instance of the class.
Represents a base class for all Direct3D resources.
IDirect3DResource9
Gets or sets the currently active pixel shader.
Gets or sets the currently active vertex shader.
Gets or sets the current index data.
Gets or sets the current depth-stencil surface.
Gets the pixel shader version.
Gets the vertex shader version.
Gets the current driver version.
Gets or sets the index of the current texture palette.
An index into the list of possible texture palettes.
Gets or sets the current N-patch mode segments.
The number of subdivision segments. If the value is less than 1.0, N-patches are disabled.
Gets the number of implicitly created swap chains.
Gets or sets a value indicating whether the cursor should be shown.
Gets an estimate of the amount of available texture memory.
The amount of available texture memory, rounded to the nearest MB.
Gets or sets the current scissor rectangle.
Gets or sets the currently active viewport.
Gets or sets the current material properties used by the device.
Gets or sets the vertex processing mode.
true if the device is using software vertex processing; otherwise, false.
Gets or sets the current vertex declaration.
A object describing the result of the operation.
Gets or sets the current fixed-function vertex format.
Gets the current clip status.
Gets the parameters used to create the device.
Gets the capabilities of the rendering device.
Unbinds a previously bound vertex buffer as a render target.
The vertex stream that should be unbound.
A object describing the result of the operation.
This functionality is only available on ATI cards which support render to vertex buffer.
Binds a render target to a vertex stream.
The sampler that will be used to bind the render target.
The target of the binding operation.
The stream index that will be bound to the texture.
The stride of the vertex data.
A vertex buffer that is used to fill a required parameter in .
A object describing the result of the operation.
This functionality is only available on ATI cards which support render to vertex buffer.
Enables or disables render-to-vertex-buffer mode.
true to enable render-to-vertex-buffer mode, false to disable it.
A object describing the result of the operation.
This functionality is only available on ATI cards which support render to vertex buffer.
Fills a rectangular area of a surface with the specified color.
The surface that will be filled.
The color used for filling.
A object describing the result of the operation.
Fills a rectangular area of a surface with the specified color.
The surface that will be filled.
The area on the surface that will be filled.
The color used for filling.
A object describing the result of the operation.
Updates the dirty portions of a texture.
The source texture.
The destination texture.
A object describing the result of the operation.
Copies rectangular subsets of pixels from one surface to another.
The source surface.
The destination surface.
A object describing the result of the operation.
Copies rectangular subsets of pixels from one surface to another.
The source surface.
The area on the source surface that is to be copied.
The destination surface.
The location on the destination surface where data will be copied.
A object describing the result of the operation.
Copys the contents of the source surface to the destination surface.
The source surface.
The destination surface.
The filter that will be used when the data is being stretched.
A object describing the result of the operation.
Copys the contents of the source surface to the destination surface.
The source surface.
The area on the source surface that is to be copied.
The destination surface.
The area on the destination surface where data will be copied.
The filter that will be used when the data is being stretched.
A object describing the result of the operation.
Frees a cached high-order patch.
Handle of the cached high-order patch to delete.
A object describing the result of the operation.
Draws a rectangular patch using the currently set streams.
Handle to the rectangular patch to draw.
An array of four floating point values that identify the number of segments on each edge of the rectangular patch.
A object describing the result of the operation.
Draws a rectangular patch using the currently set streams.
Handle to the rectangular patch to draw.
An array of four floating point values that identify the number of segments on each edge of the rectangular patch.
Information on how to draw the rectangular patch.
A object describing the result of the operation.
Draws a triangular patch using the currently set streams.
Handle to the triangular patch to draw.
An array of three floating point values that identify the number of segments on each edge of the triangular patch.
A object describing the result of the operation.
Draws a triangular patch using the currently set streams.
Handle to the triangular patch to draw.
An array of three floating point values that identify the number of segments on each edge of the triangular patch.
Information on how to draw the triangular patch.
A object describing the result of the operation.
Renders the specified geometric primitive using user-supplied data.
The type of the data contained in the index data.
The type of the data contained in the vertex data.
Specifies the type of primitive to render.
Minimum vertex index for vertices used during this call.
The number of vertices to render.
The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type.
User-supplied index data.
The format of the supplied index data.
User-supplied vertex data.
The number of bytes of data for each vertex.
A object describing the result of the operation.
Renders non-indexed geometric primitives using user-supplied data.
The type of the user-supplied vertices.
Specifies the type of primitive to render.
Index of the first vertex to use.
The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type.
User-supplied vertex data.
A object describing the result of the operation.
Renders the specified geometric primitive using data from the current input streams.
Specifies the type of primitive to render.
Offset from the start of the vertex buffer to the first vertex.
Minimum vertex index for vertices used during this call. This is a zero-based index relative to .
The number of vertices to render.
Index of the first index to use when accessing the vertex buffer.
The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type.
A object describing the result of the operation.
Renders non-indexed geometric primitives using data from the current input streams.
Specifies the type of primitive to render.
Index of the first vertex to use.
The number of primitives to render. The number of vertices used is a function of the primitive count and the primitive type.
A object describing the result of the operation.
Applies the vertex processing defined by the vertex shader to the set of input data streams,
generating a single stream of interleaved vertex data to the destination vertex buffer.
Index of the first vertex to load.
Index of the first vertex in the destination vertex buffer into which the results are placed.
Number of vertices to process.
The destination for the output vertex stream.
The output vertex declaration.
Vertex processing options.
A object describing the result of the operation.
Signals Direct3D to stop recording a device-state block.
The recorded device-state block.
Signals Direct3D to begin recording a device-state block.
A object describing the result of the operation.
Sets a pixel shader constant.
Register number that will contain the first constant value.
The constant data.
A object describing the result of the operation.
Sets a pixel shader constant.
Register number that will contain the first constant value.
The constant data.
A object describing the result of the operation.
Sets a pixel shader constant.
Register number that will contain the first constant value.
The constant data.
A object describing the result of the operation.
Sets a pixel shader constant.
Register number that will contain the first constant value.
The constant data.
The offset into the data where constants will start being retrieved.
The number of constants to set.
A object describing the result of the operation.
Sets a pixel shader constant.
Register number that will contain the first constant value.
The constant data.
The offset into the data where constants will start being retrieved.
The number of constants to set.
A object describing the result of the operation.
Sets a pixel shader constant.
Register number that will contain the first constant value.
The constant data.
The offset into the data where constants will start being retrieved.
The number of constants to set.
A object describing the result of the operation.
Sets a vertex shader constant.
Register number that will contain the first constant value.
The constant data.
A object describing the result of the operation.
Sets a vertex shader constant.
Register number that will contain the first constant value.
The constant data.
A object describing the result of the operation.
Sets a vertex shader constant.
Register number that will contain the first constant value.
The constant data.
A object describing the result of the operation.
Sets a vertex shader constant.
Register number that will contain the first constant value.
The constant data.
The offset into the data where constants will start being retrieved.
The number of constants to set.
A object describing the result of the operation.
Sets a vertex shader constant.
Register number that will contain the first constant value.
The constant data.
The offset into the data where constants will start being retrieved.
The number of constants to set.
A object describing the result of the operation.
Sets a vertex shader constant.
Register number that will contain the first constant value.
The constant data.
The offset into the data where constants will start being retrieved.
The number of constants to set.
A object describing the result of the operation.
Gets an integer pixel shader constant.
The register number containing the first constant value.
Number of values in the constant.
An array of integer constants.
Gets a floating point pixel shader constant.
The register number containing the first constant value.
Number of values in the constant.
An array of floating point constants.
Gets a boolean pixel shader constant.
The register number containing the first constant value.
Number of values in the constant.
An array of boolean constants.
Gets an integer vertex shader constant.
The register number containing the first constant value.
Number of values in the constant.
An array of integer constants.
Gets a floating point vertex shader constant.
The register number containing the first constant value.
Number of values in the constant.
An array of floating point constants.
Gets a boolean vertex shader constant.
The register number containing the first constant value.
Number of values in the constant.
An array of boolean constants.
Sets the current user-defined clip plane.
The index of the clipping plane to set.
The new clipping plane data.
A object describing the result of the operation.
This method allows the use of GDI dialog boxes in full-screen mode applications.
true to enable GDI dialogs, false to disable them.
A object describing the result of the operation.
Sets a new render target for the device.
Index of the render target.
The new render target.
A object describing the result of the operation.
Assigns a texture to a stage.
Zero-based sampler index.
The texture that is to be bound.
A object describing the result of the operation.
Sets the stream source frequency divider value. This may be used to draw several instances of geometry.
The stream index.
The new frequency divider.
The type of data being set.
A object describing the result of the operation.
Binds a vertex buffer to a device data stream.
The stream index to bind.
The stream data to bind.
Offset from the beginning of the stream to the beginning of the vertex data, in bytes.
The stride of the vertex data.
A object describing the result of the operation.
Multiplies a device's world, view, or projection matrix by the specified matrix.
The transformation state whose matrix is to be modified.
The matrix to multiply with the device transform.
A object describing the result of the operation.
Retrieves a matrix describing the transformation state.
The device state variable that is being retrieved.
The transformation matrix for the specified state.
Sets a single device transformation state.
The transformation state which is to be set.
The new value for the transformation state.
A object describing the result of the operation.
Retrieves a matrix describing the transformation state.
The device state variable that is being retrieved.
The transformation matrix for the specified state.
Sets a single device transformation state.
The transformation state which is to be set.
The new value for the transformation state.
A object describing the result of the operation.
Sets properties for the cursor.
The offset (in pixels) that marks the center of the cursor.
The image data used to draw the cursor.
A object describing the result of the operation.
Sets properties for the cursor.
X-coordinate offset (in pixels) that marks the center of the cursor.
Y-coordinate offset (in pixels) that marks the center of the cursor.
The image data used to draw the cursor.
A object describing the result of the operation.
Sets the current cursor position.
The position of the cursor, in virtual desktop coordinates.
true to force the cursor to update every time the monitor refreshes; otherwise, false to have the cursor update whenever is called.
Sets the current cursor position.
The new X-position of the cursor, in virtual desktop coordinates.
The new Y-position of the cursor, in virtual desktop coordinates.
true to force the cursor to update every time the monitor refreshes; otherwise, false to have the cursor update whenever is called.
Sets a Windows Forms cursor as the device cursor.
The cursor to set.
true to add a watermark to the cursor; otherwise, false.
A object describing the result of the operation.
Retrievs a set of lighting properties that are used by the device.
Index of the light to be retrieved.
A structure describing the requested light.
Assigns a set of lighting properties to the device.
Index of the light whose properties are to be set.
A structure which represents the light properties.
A object describing the result of the operation.
Gets a value indicating whether the specified light is enabled.
The index of the light whose status is to be queried.
true if the specified light is enabled; otherwise, false.
Enables or disables a set of lighting parameters.
The index of the light whose state is to be changed.
true if the light should be enabled; otherwise, false.
A object describing the result of the operation.
Sets a sampler state's value.
The sampler stage index.
The sampler state whose value is to be set.
The new value for the sampler state.
A object describing the result of the operation.
Sets a sampler state's value.
The sampler stage index.
The sampler state whose value is to be set.
The new value for the sampler state.
A object describing the result of the operation.
Sets a sampler state's value.
The sampler stage index.
The sampler state whose value is to be set.
The new value for the sampler state.
A object describing the result of the operation.
Sets a sampler state's value.
The sampler stage index.
The sampler state whose value is to be set.
The new value for the sampler state.
A object describing the result of the operation.
Sets the state value for the currently assigned texture.
Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7.
The texture state to set.
The new value for the state.
A object describing the result of the operation.
Sets the state value for the currently assigned texture.
Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7.
The texture state to set.
The new value for the state.
A object describing the result of the operation.
Sets the state value for the currently assigned texture.
Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7.
The texture state to set.
The new value for the state.
A object describing the result of the operation.
Sets the state value for the currently assigned texture.
Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7.
The texture state to set.
The new value for the state.
A object describing the result of the operation.
Sets the state value for the currently assigned texture.
Zero-based stage identifier for the texture. Devices can have up to eight textures, so the maximum value allowed is 7.
The texture state to set.
The new value for the state.
A object describing the result of the operation.
Sets the gamma correction ramp for the specified swap chain.
The swap chain whose gamma ramp is to be set.
The gamma correction ramp.
true to calibrate the gamma data, false to just submit it to the device.
Retrives the gamma correction ramp for the specified swap chain.
The swap chain whose gamma ramp is to be retrieved.
The requested gamma correction ramp.
Sets palette entries.
An ordinal number identifying the particular palette upon which the operation is to be performed.
The individual entries of the palette that are to be set. The length of the array is assumed to be 256.
A object describing the result of the operation.
Gets the individual color elements of the specified palette.
The palette whose color elements will be retrieved.
The individual color elements of the specified palette.
Sets a single device render-state parameter.
The type of the render state value.
The render state that is being modified.
The new value for the state.
A object describing the result of the operation.
Sets a single device render-state parameter.
The render state that is being modified.
The new value for the state.
A object describing the result of the operation.
Sets a single device render-state parameter.
The render state that is being modified.
The new value for the state.
A object describing the result of the operation.
Sets a single device render-state parameter.
The render state that is being modified.
The new value for the state.
A object describing the result of the operation.
Copies the render-target data from device memory to system memory.
A surface representing the render target.
The surface which will receive the copy of the render target.
A object describing the result of the operation.
Generates a copy of the device's front buffer and places that copy into the specified surface.
Index of the swap chain whose front buffer is to be copied.
The surface that will receive the copy of the front buffer.
A object describing the result of the operation.
Gets the stream source frequency divider value.
A zero-based index specifying the data stream.
The frequency divider value.
Retrieves a vertex buffer bound to the specified data stream.
A zero-based index specifying the data stream.
A vertex buffer representing the data stream.
The offset from the beginning of the stream to the beginning of vertex data, measured in bytes.
The stride of the vertex data, in bytes.
A object describing the result of the operation.
Gets the texture assigned to the specified stage.
The texture assigned to the specified stage.
Retrieves a texture stage state value for the device.
The texture stage.
The texture stage state whose value is being requested.
The value of the requested texture stage state.
Retrieves a texture stage state value for the device.
The type of the data being returned.
The texture stage.
The texture stage state whose value is being requested.
The value of the requested texture stage state.
Retrieves a sampler state value for the device.
The sampler stage index.
The sampler state whose value is being requested.
The value of the requested sampler state.
Retrieves a sampler state value for the device.
The type of the data being returned.
The sampler stage index.
The sampler state whose value is being requested.
The value of the requested sampler state.
Retrieves a render-state value for the device.
The render state whose value is being requested.
The value of the requested render state.
Retrieves a render-state value for the device.
The type of the data being returned.
The render state whose value is being requested.
The value of the requested render state.
Gets the currently set user-defined clipping plane.
Index of the desired clipping plane.
The requested clipping plane.
Retrieve's the display mode's spatial resolution, color resolution, and refresh frequency.
The index of the swap chain whose display mode is to be retrieved.
A object describing the result of the operation.
Gets information describing the raster of the monitor on which the swap chain is presented.
The swap chain whose raster status is to be retrieved.
The raster status of the specified swap chain.
Gets a reference to the specified swap chain.
The index of the desired swap chain.
The requested swap chain reference.
Retrieves a render target surface.
The index of the render target.
A surface representing the desired render target.
Retrieves a back buffer from the device's swap chain.
The desired swap chain.
Index of the back buffer object to return.
The requested back buffer surface.
Presents the contents of the next buffer in the sequence of back buffers to the screen.
The area of the back buffer that should be presented.
The area of the front buffer that should receive the result of the presentation.
The destination window whose client area is taken as the target for this presentation.
Specifies a region on the back buffer that contains the minimal amount of pixels that need to be updated.
A object describing the result of the operation.
Presents the contents of the next buffer in the sequence of back buffers to the screen.
The area of the back buffer that should be presented.
The area of the front buffer that should receive the result of the presentation.
The destination window whose client area is taken as the target for this presentation.
A object describing the result of the operation.
Presents the contents of the next buffer in the sequence of back buffers to the screen.
The area of the back buffer that should be presented.
The area of the front buffer that should receive the result of the presentation.
A object describing the result of the operation.
Presents the contents of the first swap chain in the device.
Flags used to specify how the swap chain should be presented.
A object describing the result of the operation.
Presents the contents of the next buffer in the sequence of back buffers to the screen.
A object describing the result of the operation.
Ends a scene.
A object describing the result of the operation.
Begins a scene.
A object describing the result of the operation.
Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer.
Flags that specify which surfaces will be cleared.
The color that will be used to fill the cleared render target.
The value that will be used to fill the cleared depth buffer.
The value that will be used to fill the cleared stencil buffer.
A object describing the result of the operation.
Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer.
Flags that specify which surfaces will be cleared.
The color that will be used to fill the cleared render target.
The value that will be used to fill the cleared depth buffer.
The value that will be used to fill the cleared stencil buffer.
A object describing the result of the operation.
Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer.
Flags that specify which surfaces will be cleared.
The color that will be used to fill the cleared render target.
The value that will be used to fill the cleared depth buffer.
The value that will be used to fill the cleared stencil buffer.
The areas on the surfaces that will be cleared.
A object describing the result of the operation.
Clears one or more surfaces such as a render target, a stencil buffer, and a depth buffer.
Flags that specify which surfaces will be cleared.
The color that will be used to fill the cleared render target.
The value that will be used to fill the cleared depth buffer.
The value that will be used to fill the cleared stencil buffer.
The areas on the surfaces that will be cleared.
A object describing the result of the operation.
Resets the device.
A set of new presentation parameters to apply to the device.
A object describing the result of the operation.
Reports the current cooperative-level status of the device.
A object describing the result of the operation.
Reports on the device's ability to render the current texture-blending operations and arguments in a single pass.
The number of passes required to complete the desired effect.
Evicts all managed resources, including both Direct3D and driver-managed resources.
A object describing the result of the operation.
Determines whether the specified query type is supported by the device.
The query type to check.
true if the query is supported; otherwise, false.
Constructs a new instance of the class using the specified pointer to a
previously constructed unmanaged object.
The unmanaged IDirect3DDevice9 pointer.
The newly constructed object.
Initializes a new instance of the class.
Ordinal number that denotes the display adapter.
Denotes the desired device type. If the desired device type is not available, device creation will fail.
Specifies the target window for Direct3D rendering.
Combination of one or more options that control device creation.
Describes the presentation parameters for the device being created.
Applications use the methods of the Device to perform DrawPrimitive-based rendering, create resources,
work with system-level variables, adjust gamma ramp levels, work with palettes, and create shaders.
IDirect3DDevice9
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Maximum number of pixel shader instruction slots.
Maximum number of vertex shader instruction slots.
Maximum number of pixel shader instructions that can be run when using flow control.
Maximum number of vertex shader instructions that can be run when using flow control.
Vertex shader texture filtering capabilities.
Extended capabilities for pixel shader version 2.0.
Extended capabilities for vertex shader version 2.0.
Describes the operations supported by Device.StretchRectangle.
Number of simultaenous render targets.
Possible data types contained in a vertex declaration.
The number of adapters in the group.
Indicates the order in which heads are referenced by the API.
Indicates which device is master for this subordinate.
Maximum tessellation level for N-patches.
Device driver capabilities for adaptive tessellation.
Maximum value of the pixel shader arithmetic component.
The pixel shader version.
The number of vertex shaders registers that are reserved for constants.
The vertex shader version.
Maximum stride for data streams.
Maximum number of concurrent data streams.
Maximum size of indices supported for hardware vertex processing.
Maximum number of primitives for each Device.DrawPrimitive call.
Maximum size of a point primitive.
Maximum matrix index that can be indexed into using the per-vertex indices.
Maximum number of matrices that the device can apply when performing multimatrix vertex blending.
Maximum number of user defined clip planes supported.
Maximum number of lights that can be activated simultaneously.
Specifies the vertex processing capabilities of the device.
Maximum number of textures that can be simulatenously bound to the fixed function pipeline
sampler stages.
Maximum number of texture blending stages supported in the fixed function pipeline. In
the programmable pipeline, this corresponds to the number of unique texture registers
used by pixel shader instructions.
Describes the texture operations supported by the device.
Capabilities of the flexible vertex format system.
Specifies supported stencil buffer operations. Stencil operations are assumed to be
valid for all three stencil-buffer operation render states.
Number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels.
Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle
but outside the viewport rectangle are automatically clipped.
Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle
but outside the viewport rectangle are automatically clipped.
Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle
but outside the viewport rectangle are automatically clipped.
Screen space coordinate of the guard band clipping region. Coordinates inside this rectangle
but outside the viewport rectangle are automatically clipped.
Maximum W-based depth value that the device supports.
Maximum valid value for the anisotropy texture-stage state.
Maximum texture aspect ratio supported by the hardware, typically a power of two.
Represents the maximum range of the integer bits of the post-normalized texture coordinates.
Maximum value for any of the three dimensions (width, height, and depth) of a volume texture.
Maximum possible texture height.
Maximum possible texture width.
Defines capabilities for line drawing primitives.
Texture-addressing capabilities for volume texture objects.
Texture-addressing capabilities for texture objects.
Specifies volume texture filtering capabilities.
Specifies cube texture filtering capabilities.
Specifies texture filtering capabilities.
Miscellaneous texture mapping capabilities.
Shading operations capabilities.
Alpah test comparison capabilities.
Specifies possible destination blending capabilities.
Specifies possible source blending capabilities.
Z-Buffer comparison capabilities.
Information on raster-drawing capabilities.
Miscellaneous driver primitive capabilities.
A set of flags describing the general capabilities of the device.
Indicates the amount of hardware support available for cursors.
Specifies the set of presentation swap chain intervals that are allowed on the device.
Driver-specific capabilities for the device.
Driver-specific capabilities for the device.
Driver-specific capabilities for the device.
The ordinal of the adapter on which the device resides.
Specifies the type of the device, which identifies which type of resources are used to process vertices.
Represents the capabilities of the hardware exposed through the Direct3D object.
D3DCAPS9
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Number of supported instruction slots.
The depth of static flow control nesting.
The number of temporary registers supported.
The depth of dynamic flow control nesting.
Generic pixel shader caps.
Describes the pixel shader capabilities of a device.
D3DPSHADERCAPS2_0
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The depth of static flow control nesting.
The number of temporary registers supported.
The depth of dynamic flow control nesting.
Generic vertex shader capabilities.
Describes the vertex shader capabilities of a device.
D3DVSHADERCAPS2_0
Implements a read-only collection of instances.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
The surface format of the display mode.
Refresh rate of the monitor.
Screen height, in pixels.
Screen width, in pixels.
Describes a display mode.
D3DDISPLAYMODE
Describes the raster status.
D3DRASTER_STATUS
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets the behavior flags used to create the device.
Gets or sets the rendering window.
Gets or sets the device type.
Gets or sets an ordinal denoting the display adapter.
Describes the creation parameters for a device.
D3DDEVICE_CREATION_PARAMETERS
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets flags describing the current clipping intersection.
Gets or sets flags describing the current clipping union.
Describes the current clip status.
D3DCLIPSTATUS9
Gets a collection of the blue components of the gamma ramp.
Gets a collection of the green components of the gamma ramp.
Gets a collection of the red components of the gamma ramp.
Initializes a new instance of the class.
Contains red, green, and blue ramp data.
D3DGAMMARAMP
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets a value that determines the sharpness of specular highlights. The higher the value, the sharper the highlight.
Gets or sets the emissive color of the material.
Gets or sets the specular color of the material.
Gets or sets the ambient color of the material.
Gets or sets the diffuse color of the material.
Specifies material properties.
D3DMATERIAL9
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets the degree type for the patch.
Gets or sets the basis for the patch.
Gets or sets the width of the imaginary two-dimensional vertex array.
Gets or sets the height of each vertex, in number of vertices.
Gets or sets the width of each vertex, in number of vertices.
Gets or sets the starting vertex offset height, in number of vertices.
Gets or sets the starting vertex offset width, in number of vertices.
Describes a rectangular high-order patch.
D3DRECTPATCH_INFO
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets the degree type for the patch.
Gets or sets the basis type for the patch.
Gets or sets the number of vertices in the patch.
Gets or sets the starting vertex offset, in number of vertices.
Describes a triangular high-order patch.
D3DTRIPATCH_INFO
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets the angle, in radians, of the spotlight's outer cone.
Gets or sets angle, in radians, of the spotlight's inner cone.
Gets or sets the third value in the equation that determines how the light intensity changes over distance.
Gets or sets the second value in the equation that determines how the light intensity changes over distance.
Gets or sets the first value in the equation that determines how the light intensity changes over distance.
Gets or sets the decrease in illumination between a spotlight's inner cone and the outer edge of the outer cone.
Gets or sets the distance beyond which the light has no effect. This member does not affect directional lights.
Gets or sets the direction of the light. This vector need not be normalized, but should have a non-zero length.
Gets or sets the position of the light in world space. This member does not affect directional lights.
Gets or sets the ambient color of the light.
Gets or sets the specular color of the light.
Gets or sets the diffuse color of the light.
Gets or sets the type of the light source.
Defines a set of lighting properties.
D3DLIGHT9
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Performs an implicit conversion from to .
The value to be converted.
The converted value.
Performs an implicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Performs an explicit conversion from to .
The value to be converted.
The converted value.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Modulates two colors.
The first color to modulate.
The second color to modulate.
The modulation of the two colors.
Scales a color by the specified amount.
The color to scale.
The amount by which to scale.
The scaled color.
Scales a color by the specified amount.
The color to scale.
The amount by which to scale.
The scaled color.
Negates a color.
The color to negate.
The negated color.
Subtracts two colors.
The first color to subtract.
The second color to subtract.
The difference between the two colors.
Adds two colors.
The first color to add.
The second color to add.
The sum of the two colors.
Adjusts the saturation of a color.
The color whose saturation is to be adjusted.
The amount by which to adjust the saturation.
When the method completes, contains the adjusted color.
Adjusts the saturation of a color.
The color whose saturation is to be adjusted.
The amount by which to adjust the saturation.
The adjusted color.
Adjusts the contrast of a color.
The color whose contrast is to be adjusted.
The amount by which to adjust the contrast.
When the method completes, contains the adjusted color.
Adjusts the contrast of a color.
The color whose contrast is to be adjusted.
The amount by which to adjust the contrast.
The adjusted color.
Scales a color by the specified amount.
The color to scale.
The amount by which to scale.
When the method completes, contains the scaled color.
Scales a color by the specified amount.
The color to scale.
The amount by which to scale.
The scaled color.
Negates a color.
The color to negate.
When the method completes, contains the negated color.
Negates a color.
The color to negate.
The negated color.
Performs a linear interpolation between two colors.
Start color.
End color.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the linear interpolation of the two colors.
This method performs the linear interpolation based on the following formula.
color1 + (color2 - color1) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a linear interpolation between two colors.
Start color.
End color.
Value between 0 and 1 indicating the weight of .
The linear interpolation of the two colors.
This method performs the linear interpolation based on the following formula.
color1 + (color2 - color1) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Modulates two colors.
The first color to modulate.
The second color to modulate.
When the method completes, contains the modulation of the two colors.
Modulates two colors.
The first color to modulate.
The second color to modulate.
The modulation of the two colors.
Subtracts two colors.
The first color to subtract.
The second color to subtract.
When the method completes, contains the difference between the two colors.
Subtracts two colors.
The first color to subtract.
The second color to subtract.
The difference between the two colors.
Adds two colors.
The first color to add.
The second color to add.
When the method completes, contains the sum of the two colors.
Adds two colors.
The first color to add.
The second color to add.
The sum of the two colors.
Converts the color into a four component vector.
A four component vector containing all four color components.
Converts the color into a three component vector.
A three component vector containing the red, green, and blue components of the color.
Converts the color into a packed integer.
A packed integer containing all four color components.
Converts the color to a .
The that is equivalent to this instance.
Converts the color to a a 3 component (RGB) color.
The 3 component (RGB) color that is equivalent to this instance, without the alpha channel.
Initializes a new instance of the structure.
A packed integer containing all four color components.
Initializes a new instance of the structure.
The color whose components should be converted.
Initializes a new instance of the structure.
The color whose components should be converted.
Initializes a new instance of the structure.
The color whose components should be converted.
Initializes a new instance of the structure.
The color whose components should be converted.
Initializes a new instance of the structure.
The red component of the color.
The green component of the color.
The blue component of the color.
Initializes a new instance of the structure.
The alpha component of the color.
The red component of the color.
The green component of the color.
The blue component of the color.
Gets or sets the color's alpha component.
Gets or sets the color's blue component.
Gets or sets the color's green component.
Gets or sets the color's red component.
A four-component (RGBA) color value; each component is a float in the range [0,1].
Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object.
A that provides a format context.
An of new property values.
An representing the given , or null if the object cannot be created.
Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^)
to create a new value, using the specified context.
A that provides a format context.
false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^)
Converts the given object to the type of this converter, using the specified context and culture information.
A that provides a format context.
A . If null is passed, the current culture is assumed.
The to convert.
An that represents the converted value.
Converts the given value object to the specified type, using the specified context and culture information.
A that provides a format context.
A . If null is passed, the current culture is assumed.
The to convert.
A that represents the type you want to convert to.
An that represents the converted value.
Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context.
A that provides a format context.
A System::Type that represents the type you want to convert from.
true if this converter can perform the conversion; otherwise, false.
Returns whether this converter can convert the object to the specified type, using the specified context.
A that provides a format context.
A that represents the type you want to convert to.
true if this converter can perform the conversion; otherwise, false.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets or sets the alpha component of the palette entry.
Gets or sets the blue component of the palette entry.
Gets or sets the green component of the palette entry.
Gets or sets the red component of the palette entry.
Specifies the color and usage of an entry in a logical palette.
PALETTEENTRY
Determines whether the specified object instances are considered equal.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Scales the plane by the given scaling factor.
The source plane.
The scaling factor.
The scaled plane.
Scales the plane by the given scaling factor.
The source plane.
The scaling factor.
The scaled plane.
Scales the plane by the given scaling factor.
The source plane.
The scaling factor.
When the method completes, contains the scaled plane.
Scales the plane by the given scaling factor.
The source plane.
The scaling factor.
The scaled plane.
Finds the intersection between a plane and a sphere.
The source plane.
The sphere to check for intersection.
A value from the enumeration describing the result of the intersection test.
Finds the intersection between a plane and a box.
The source plane.
The box to check for intersection.
A value from the enumeration describing the result of the intersection test.
Finds the intersection between a plane and a line.
The source plane.
The start point of the line.
The end point of the line.
If an intersection is found, contains the intersection point between the line and the plane.
true if an intersection is found; false otherwise.
Transforms an array of normalized planes by a quaternion rotation.
The normalized source planes.
The quaternion rotation.
The transformed planes.
Transforms a normalized plane by a quaternion rotation.
The normalized source plane.
The quaternion rotation.
When the method completes, contains the transformed plane.
Transforms a normalized plane by a quaternion rotation.
The normalized source plane.
The quaternion rotation.
The transformed plane.
Transforms an array of normalized planes by a matrix.
The normalized source planes.
The transformation matrix.
The transformed planes.
Transforms a normalized plane by a matrix.
The normalized source plane.
The transformation matrix.
When the method completes, contains the transformed plane.
Transforms a normalized plane by a matrix.
The normalized source plane.
The transformation matrix.
The transformed plane.
Changes the coefficients of the normal vector of the plane to make it of unit length.
The source plane.
When the method completes, contains the normalized plane.
Changes the coefficients of the normal vector of the plane to make it of unit length.
The source plane.
The normalized plane.
Changes the coefficients of the normal vector of the plane to make it of unit length.
Calculates the dot product of the specified vector and the normal of the plane.
The source plane.
The source vector.
The dot product of the specified vector and the normal of the plane.
Calculates the dot product of a specified vector and the normal of the plane plus the distance value of the plane.
The source plane.
The source vector.
The dot product of a specified vector and the normal of the Plane plus the distance value of the plane.
Calculates the dot product of the specified vector and plane.
The source plane.
The source vector.
The dot product of the specified vector and plane.
Initializes a new instance of the class.
A vector with the X, Y, and Z components defining the normal to the plane.
The W component defines the distance of the plane along its normal from the origin.
Initializes a new instance of the class.
First point of a triangle defining the plane.
Second point of a triangle defining the plane.
Third point of a triangle defining the plane.
Initializes a new instance of the class.
Any point that lies along the plane.
The normal vector to the plane.
Initializes a new instance of the class.
The normal vector to the plane.
Distance of the plane along its normal from the origin.
Initializes a new instance of the class.
X component of the normal defining the plane.
Y component of the normal defining the plane.
Z component of the normal defining the plane.
Distance of the plane along its normal from the origin.
The distance of the plane along its normal from the origin.
The normal vector of the plane.
Defines a plane in three dimensions.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Reverses the direction of a given vector.
The vector to negate.
A vector facing in the opposite direction.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
The difference of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
The sum of the two vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
When the method completes, contains an new vector composed of the largest components of the source vectors.
Returns a vector containing the largest components of the specified vectors.
The first source vector.
The second source vector.
A vector containing the largest components of the source vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
When the method completes, contains an new vector composed of the smallest components of the source vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
A vector containing the smallest components of the source vectors.
Projects a 3D vector from screen space into object space.
The vector to project.
The viewport representing screen space.
The projection matrix.
The view matrix.
The world matrix.
When the method completes, contains the vector in object space.
Projects a 3D vector from screen space into object space.
The vector to project.
The viewport representing screen space.
The projection matrix.
The view matrix.
The world matrix.
The vector in object space.
Projects a 3D vector from object space into screen space.
The vector to project.
The viewport representing screen space.
The projection matrix.
The view matrix.
The world matrix.
When the method completes, contains the vector in screen space.
Projects a 3D vector from object space into screen space.
The vector to project.
The viewport representing screen space.
The projection matrix.
The view matrix.
The world matrix.
The vector in screen space.
Performs a normal transformation using the given .
The normal vectors to transform.
The transformation .
The transformed normals.
Performs a normal transformation using the given .
The normal vector to transform.
The transformation .
When the method completes, contains the transformed normal.
Performs a normal transformation using the given .
The normal vector to transform.
The transformation .
The transformed normal.
Performs a coordinate transformation using the given .
The coordinate vectors to transform.
The transformation .
The transformed coordinates.
Performs a coordinate transformation using the given .
The coordinate vector to transform.
The transformation .
When the method completes, contains the transformed coordinates.
Performs a coordinate transformation using the given .
The coordinate vector to transform.
The transformation .
The transformed coordinates.
Transforms an array of 3D vectors by the given rotation.
The vectors to rotate.
The rotation to apply.
The transformed .
Transforms a 3D vector by the given rotation.
The vector to rotate.
The rotation to apply.
When the method completes, contains the transformed .
Transforms a 3D vector by the given rotation.
The vector to rotate.
The rotation to apply.
The transformed .
Transforms an array of 3D vectors by the given .
The source vectors.
The transformation .
The transformed s.
Transforms a 3D vector by the given .
The source vector.
The transformation .
When the method completes, contains the transformed .
Transforms a 3D vector by the given .
The source vector.
The transformation .
The transformed .
Converts the vector into a unit vector.
The vector to normalize.
When the method completes, contains the normalized vector.
Converts the vector into a unit vector.
The vector to normalize.
The normalized vector.
Returns the reflection of a vector off a surface that has the specified normal.
The source vector.
Normal of the surface.
When the method completes, contains the reflected vector.
Reflect only gives the direction of a reflection off a surface, it does not determine
whether the original vector was close enough to the surface to hit it.
Returns the reflection of a vector off a surface that has the specified normal.
The source vector.
Normal of the surface.
The reflected vector.
Reflect only gives the direction of a reflection off a surface, it does not determine
whether the original vector was close enough to the surface to hit it.
Calculates the cross product of two vectors.
First source vector.
Second source vector.
The cross product of the two vectors.
Calculates the cross product of two vectors.
First source vector.
Second source vector.
The cross product of the two vectors.
Calculates the dot product of two vectors.
First source vector.
Second source vector.
The dot product of the two vectors.
Calculates the squared distance between two vectors.
The first vector.
The second vector.
The squared distance between the two vectors.
Distance squared is the value before taking the square root.
Distance squared can often be used in place of distance if relative comparisons are being made.
For example, consider three points A, B, and C. To determine whether B or C is further from A,
compare the distance between A and B to the distance between A and C. Calculating the two distances
involves two square roots, which are computationally expensive. However, using distance squared
provides the same information and avoids calculating two square roots.
Calculates the distance between two vectors.
The first vector.
The second vector.
The distance between the two vectors.
Performs a cubic interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the cubic interpolation of the two vectors.
Performs a cubic interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
The cubic interpolation of the two vectors.
Performs a linear interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the linear interpolation of the two vectors.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a linear interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
The linear interpolation of the two vectors.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a Hermite spline interpolation.
First source position vector.
First source tangent vector.
Second source position vector.
Second source tangent vector.
Weighting factor.
When the method completes, contains the result of the Hermite spline interpolation.
Performs a Hermite spline interpolation.
First source position vector.
First source tangent vector.
Second source position vector.
Second source tangent vector.
Weighting factor.
The result of the Hermite spline interpolation.
Restricts a value to be within a specified range.
The value to clamp.
The minimum value.
The maximum value.
When the method completes, contains the clamped value.
Restricts a value to be within a specified range.
The value to clamp.
The minimum value.
The maximum value.
The clamped value.
Performs a Catmull-Rom interpolation using the specified positions.
The first position in the interpolation.
The second position in the interpolation.
The third position in the interpolation.
The fourth position in the interpolation.
Weighting factor.
When the method completes, contains the result of the Catmull-Rom interpolation.
Performs a Catmull-Rom interpolation using the specified positions.
The first position in the interpolation.
The second position in the interpolation.
The third position in the interpolation.
The fourth position in the interpolation.
Weighting factor.
A vector that is the result of the Catmull-Rom interpolation.
Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.
A containing the 3D Cartesian coordinates of vertex 1 of the triangle.
A containing the 3D Cartesian coordinates of vertex 2 of the triangle.
A containing the 3D Cartesian coordinates of vertex 3 of the triangle.
Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
When the method completes, contains the 3D Cartesian coordinates of the specified point.
Returns a containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.
A containing the 3D Cartesian coordinates of vertex 1 of the triangle.
A containing the 3D Cartesian coordinates of vertex 2 of the triangle.
A containing the 3D Cartesian coordinates of vertex 3 of the triangle.
Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
A new containing the 3D Cartesian coordinates of the specified point.
Reverses the direction of a given vector.
The vector to negate.
When the method completes, contains a vector facing in the opposite direction.
Reverses the direction of a given vector.
The vector to negate.
A vector facing in the opposite direction.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
When the method completes, contains the scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Modulates a vector by another.
The first vector to modulate.
The second vector to modulate.
When the moethod completes, contains the modulated vector.
Modulates a vector by another.
The first vector to modulate.
The second vector to modulate.
The modulated vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
When the method completes, contains the scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
When the method completes, contains the difference of the two vectors.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
The difference of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
When the method completes, contains the sum of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
The sum of the two vectors.
Converts the vector into a unit vector.
Calculates the squared length of the vector.
The squared length of the vector.
Calculates the length of the vector.
The length of the vector.
Initializes a new instance of the class.
Initial value for the X component of the vector.
Initial value for the Y component of the vector.
Initial value for the Z component of the vector.
Initializes a new instance of the class.
A vector containing the values with which to initialize the X and Y components
Initial value for the Z component of the vector.
Initializes a new instance of the class.
The value that will be assigned to all components.
Gets the size of the type, in bytes.
Gets the Z unit (0, 0, 1).
A that has a value of (0, 0, 1).
Gets the Y unit (0, 1, 0).
A that has a value of (0, 1, 0).
Gets the X unit (1, 0, 0).
A that has a value of (1, 0, 0).
Gets a with all of its components set to zero.
A that has all of its components set to zero.
Gets or sets the Z component of the vector.
The Z component of the vector.
Gets or sets the Y component of the vector.
The Y component of the vector.
Gets or sets the X component of the vector.
The X component of the vector.
Defines a three component vector.
Determines whether the specified object instances are considered equal.
The first value to compare.
The second value to compare.
true if is the same instance as or
if both are null references or if value1.Equals(value2) returns true; otherwise, false.
Returns a value that indicates whether the current instance is equal to the specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns a value that indicates whether the current instance is equal to a specified object.
Object to make the comparison with.
true if the current instance is equal to the specified object; false otherwise.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the object to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two objects.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two objects.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Reverses the direction of a given vector.
The vector to negate.
A vector facing in the opposite direction.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
The difference of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
The sum of the two vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
When the method completes, contains an new vector composed of the largest components of the source vectors.
Returns a vector containing the largest components of the specified vectors.
The first source vector.
The second source vector.
A vector containing the largest components of the source vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
When the method completes, contains an new vector composed of the smallest components of the source vectors.
Returns a vector containing the smallest components of the specified vectors.
The first source vector.
The second source vector.
A vector containing the smallest components of the source vectors.
Transforms an array of 4D vectors by the given rotation.
The vectors to rotate.
The rotation to apply.
The transformed .
Transforms a 4D vector by the given rotation.
The vector to rotate.
The rotation to apply.
When the method completes, contains the transformed .
Transforms a 4D vector by the given rotation.
The vector to rotate.
The rotation to apply.
The transformed .
Transforms an array of 4D vectors by the given .
The source vectors.
The transformation .
The transformed s.
Transforms a 4D vector by the given .
The source vector.
The transformation .
When the method completes, contains the transformed .
Transforms a 4D vector by the given .
The source vector.
The transformation .
The transformed .
Converts the vector into a unit vector.
The vector to normalize.
When the method completes, contains the normalized vector.
Converts the vector into a unit vector.
The vector to normalize.
The normalized vector.
Calculates the dot product of two vectors.
First source vector.
Second source vector.
The dot product of the two vectors.
Calculates the squared distance between two vectors.
The first vector.
The second vector.
The squared distance between the two vectors.
Distance squared is the value before taking the square root.
Distance squared can often be used in place of distance if relative comparisons are being made.
For example, consider three points A, B, and C. To determine whether B or C is further from A,
compare the distance between A and B to the distance between A and C. Calculating the two distances
involves two square roots, which are computationally expensive. However, using distance squared
provides the same information and avoids calculating two square roots.
Calculates the distance between two vectors.
The first vector.
The second vector.
The distance between the two vectors.
Performs a cubic interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the cubic interpolation of the two vectors.
Performs a cubic interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
The cubic interpolation of the two vectors.
Performs a linear interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
When the method completes, contains the linear interpolation of the two vectors.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a linear interpolation between two vectors.
Start vector.
End vector.
Value between 0 and 1 indicating the weight of .
The linear interpolation of the two vectors.
This method performs the linear interpolation based on the following formula.
start + (end - start) * amount
Passing a value of 0 will cause to be returned; a value of 1 will cause to be returned.
Performs a Hermite spline interpolation.
First source position vector.
First source tangent vector.
Second source position vector.
Second source tangent vector.
Weighting factor.
When the method completes, contains the result of the Hermite spline interpolation.
Performs a Hermite spline interpolation.
First source position vector.
First source tangent vector.
Second source position vector.
Second source tangent vector.
Weighting factor.
The result of the Hermite spline interpolation.
Restricts a value to be within a specified range.
The value to clamp.
The minimum value.
The maximum value.
When the method completes, contains the clamped value.
Restricts a value to be within a specified range.
The value to clamp.
The minimum value.
The maximum value.
The clamped value.
Performs a Catmull-Rom interpolation using the specified positions.
The first position in the interpolation.
The second position in the interpolation.
The third position in the interpolation.
The fourth position in the interpolation.
Weighting factor.
When the method completes, contains the result of the Catmull-Rom interpolation.
Performs a Catmull-Rom interpolation using the specified positions.
The first position in the interpolation.
The second position in the interpolation.
The third position in the interpolation.
The fourth position in the interpolation.
Weighting factor.
A vector that is the result of the Catmull-Rom interpolation.
Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle.
A containing the 4D Cartesian coordinates of vertex 1 of the triangle.
A containing the 4D Cartesian coordinates of vertex 2 of the triangle.
A containing the 4D Cartesian coordinates of vertex 3 of the triangle.
Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
When the method completes, contains the 4D Cartesian coordinates of the specified point.
Returns a containing the 4D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 4D triangle.
A containing the 4D Cartesian coordinates of vertex 1 of the triangle.
A containing the 4D Cartesian coordinates of vertex 2 of the triangle.
A containing the 4D Cartesian coordinates of vertex 3 of the triangle.
Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in ).
Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in ).
A new containing the 4D Cartesian coordinates of the specified point.
Reverses the direction of a given vector.
The vector to negate.
When the method completes, contains a vector facing in the opposite direction.
Reverses the direction of a given vector.
The vector to negate.
A vector facing in the opposite direction.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
When the method completes, contains the scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Modulates a vector by another.
The first vector to modulate.
The second vector to modulate.
When the moethod completes, contains the modulated vector.
Modulates a vector by another.
The first vector to modulate.
The second vector to modulate.
The modulated vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
When the method completes, contains the scaled vector.
Scales a vector by the given value.
The vector to scale.
The amount by which to scale the vector.
The scaled vector.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
When the method completes, contains the difference of the two vectors.
Subtracts two vectors.
The first vector to subtract.
The second vector to subtract.
The difference of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
When the method completes, contains the sum of the two vectors.
Adds two vectors.
The first vector to add.
The second vector to add.
The sum of the two vectors.
Converts the vector into a unit vector.
Calculates the squared length of the vector.
The squared length of the vector.
Calculates the length of the vector.
The length of the vector.
Initializes a new instance of the class.
Initial value for the X component of the vector.
Initial value for the Y component of the vector.
Initial value for the Z component of the vector.
Initial value for the W component of the vector.
Initializes a new instance of the class.
A vector containing the values with which to initialize the X, Y, and Z components
Initial value for the W component of the vector.
Initializes a new instance of the class.
A vector containing the values with which to initialize the X and Y components
Initial value for the Z component of the vector.
Initial value for the W component of the vector.
Initializes a new instance of the class.
The value that will be assigned to all components.
Gets the size of the type, in bytes.
Gets the W unit (0, 0, 0, 1).
A that has a value of (0, 0, 0, 1).
Gets the Z unit (0, 0, 1, 0).
A that has a value of (0, 0, 1, 0).
Gets the Y unit (0, 1, 0, 0).
A that has a value of (0, 1, 0, 0).
Gets the X unit (1, 0, 0, 0).
A that has a value of (1, 0, 0, 0).
Gets a with all of its components set to zero.
A that has all of its components set to zero.
Gets or sets the W component of the vector.
The W component of the vector.
Gets or sets the Z component of the vector.
The Z component of the vector.
Gets or sets the Y component of the vector.
The Y component of the vector.
Gets or sets the X component of the vector.
The X component of the vector.
Defines a four component vector.
Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object.
A that provides a format context.
An of new property values.
An representing the given , or null if the object cannot be created.
Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^)
to create a new value, using the specified context.
A that provides a format context.
false if changing a property on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^)
Converts the given object to the type of this converter, using the specified context and culture information.
A that provides a format context.
A . If null is passed, the current culture is assumed.
The to convert.
An that represents the converted value.
Converts the given value object to the specified type, using the specified context and culture information.
A that provides a format context.
A . If null is passed, the current culture is assumed.
The to convert.
A that represents the type you want to convert to.
An that represents the converted value.
Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context.
A that provides a format context.
A System::Type that represents the type you want to convert from.
true if this converter can perform the conversion; otherwise, false.
Returns whether this converter can convert the object to the specified type, using the specified context.
A that provides a format context.
A that represents the type you want to convert to.
true if this converter can perform the conversion; otherwise, false.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Creates an instance of the type that this is associated with, using the specified context, given a set of property values for the object.
A that provides a format context.
An of new property values.
An representing the given , or null if the object cannot be created.
Returns whether changing a value on this object requires a call to System::ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^)
to create a new value, using the specified context.
A that provides a format context.
false if changing a property on this object requires a call to System.ComponentModel::TypeConverter::CreateInstance(System::Collections::IDictionary^) to create a new value; otherwise, false.
Converts the given object to the type of this converter, using the specified context and culture information.
A that provides a format context.
A . If null is passed, the current culture is assumed.
The to convert.
An that represents the converted value.
Converts the given value object to the specified type, using the specified context and culture information.
A that provides a format context.
A . If null is passed, the current culture is assumed.
The to convert.
A that represents the type you want to convert to.
An that represents the converted value.
Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context.
A that provides a format context.
A System.Type that represents the type you want to convert from.
true if this converter can perform the conversion; otherwise, false.
Returns whether this converter can convert the object to the specified type, using the specified context.
A that provides a format context.
A that represents the type you want to convert to.
true if this converter can perform the conversion; otherwise, false.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Describes the result of an intersection with a plane in three dimensions.
The object is intersecting the plane.
The object is in front of the plane.
The object is behind the plane.
Describes how one bounding volume contains another.
The two bounding volumes overlap.
One bounding volume completely contains another.
The two bounding volumes don't intersect at all.
Initializes a new instance of the class.
Provides a type converter to convert objects to and from various
other representations.
Returns a value indicating whether the two viewports are equivalent.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
A to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
An object to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the viewport to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two viewports.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two viewports.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Initializes a new instance of the structure.
The X coordinate of the viewport.
The Y coordinate of the viewport.
The width of the viewport.
The height of the viewport.
The minimum Z distance of the viewport.
The maximum Z distance of the viewport.
Initializes a new instance of the structure.
The X coordinate of the viewport.
The Y coordinate of the viewport.
The width of the viewport.
The height of the viewport.
Gets or sets the viewport's maximum Z depth.
Gets or sets the viewport's minimum Z depth.
Gets or sets the viewport's height.
Gets or sets the viewport's width.
Gets or sets the viewport's Y position.
Gets or sets the viewport's X position.
Defines a rectangular region of a render-target surface onto which
a 3D rendering is projected.
Applications use the methods of the VertexDeclaration class to encapsulate the vertex shader declaration.
IDirect3DVertexDeclaration9
Defines the vertex data layout. Each vertex can contain one or more data types,
and each data type is described by a vertex element.
D3DVERTEXELEMENT9
Texture stage states define multi-blender texture operations. Some sampler states set up
vertex processing, and some set up pixel processing. Texture stage states can be saved and
restored using stateblocks.
D3DTEXTURESTAGESTATETYPE
Per-stage constant color. Use packed integer colors to set this state.
Setting to select the destination register for the result of this stage. Use values from
to set this state. The default value is .Current.
Settings for the third alpha operand for triadic operations. Use values from
to set this state. The default value is .Current.
Settings for the third color operand for triadic operations. Use values from
to set this state. The default value is .Current.
Specifies transformation options for texture coordinates. Use values from
to set this state. The default value is .Disable.
Floating-point offset value for bump-map luminance. The default value is 0.0f.
Floating-point scale value for bump-map luminance. The default value is 0.0f.
Index of the texture coordinate set to use with this texture stage. You can specify up to
eight sets of texture coordinates per vertex. If a vertex does not include a set of texture
coordinates at the specified index, the system defaults to the u and v coordinates (0,0).
Texture-stage state is a floating-point value for the [1][1] coefficient in a bump-mapping
matrix. The default value is 0.0f.
Texture-stage state is a floating-point value for the [1][0] coefficient in a bump-mapping
matrix. The default value is 0.0f.
Texture-stage state is a floating-point value for the [0][1] coefficient in a bump-mapping
matrix. The default value is 0.0f.
Texture-stage state is a floating-point value for the [0][0] coefficient in a bump-mapping
matrix. The default value is 0.0f.
Texture-stage state is the second alpha argument for the stage. Use values from
to set this state. The default value is .Current.
Texture-stage state is the first alpha argument for the stage. Use values from
to set this state. The default value is .Texture.
Texture-stage state is a texture alpha blending operation. Use values from
to set this state. The default value for the first stage is .SelectArg1;
for all other stages the default is .Disable"/>.
Texture-stage state is the second color argument for the stage. Use values from
to set this state. The default value is .Current.
Texture-stage state is the first color argument for the stage. Use values from
to set this state. The default value is .Texture.
Texture-stage state is a texture color blending operation. Use values from
to set this state. The default value for the first stage is .Modulate;
for all other stages the default is .Disable.
Specifies the texture operations supported by the device.
The device supports .Lerp.
The device supports .MultiplyAdd.
The device supports .DotProduct3.
The device supports .BumpEnvironmentMapLuminance.
The device supports .BumpEnvironmentMap.
The device supports .ModulateInvColorAddAlpha.
The device supports .ModulateInvAlphaAddColor.
The device supports .ModulateColorAddAlpha.
The device supports .ModulateAlphaAddColor.
The device supports .Premodulate.
The device supports .BlendCurrentAlpha.
The device supports .BlendTextureAlphaPM.
The device supports .BlendFactorAlpha.
The device supports .BlendTextureAlpha.
The device supports .BlendDiffuseAlpha.
The device supports .AddSmooth.
The device supports .Subtract.
The device supports .AddSigned2X.
The device supports .AddSigned.
The device supports .Add.
The device supports .Modulate4X.
The device supports .Modulate2X.
The device supports .Modulate.
The device supports .SelectArg2.
The device supports .SelectArg1.
The device supports .Disable.
Defines per-stage texture blending operations.
D3DTEXTUREOP
Linearly interpolates between the second and third source arguments by a proportion specified
in the first source argument.
Performs a multiply-accumulate operation. It takes the last two arguments, multiplies them
together, and adds them to the remaining input/source argument, and places that into the result.
Modulate the components of each argument as signed components, add their products; then
replicate the sum to all color channels, including alpha.
Perform per-pixel bump mapping, using the environment map in the next stage, with luminance.
Perform per-pixel bump mapping, using the environment map in the next stage.
Modulate the arguments, inverting the first argument, then add the alpha of the first argument.
Modulate the color of the second argument, using the inverted alpha from the first argument, and then
add the result to argument one.
Modulate the arguments, then add the alpha of the first argument.
Modulate the color of the second argument, using the alpha from the first argument, and then
add the result to argument one.
Premodulate the arguments with the next stage's values.
Linearly blend the current stage, using the alpha from the previous stage.
Linearly blend the current stage, using a premultiplied alpha.
Linearly blend the current stage, using the current texture factor.
Linearly blend the current stage, using the alpha from the stage's texture.
Linearly blend the current stage, using the interpolated alpha from each vertex.
Add the first and second arguments, and then subtract their product from the sum.
Subtract the components of the second argument from the components of the first argument.
Add the components of the arguments with a -0.5 bias, and then multiply them by 2.
Add the components of the arguments with a -0.5 bias.
Add the components of the arguments.
Multiply the components of the arguments, and then multiply them by 2.
Multiply the components of the arguments, and then multiply them by 2.
Multiply the components of the arguments.
Use the current stage's second color or alpha argument, unmodified, as the output.
Use the current stage's first color or alpha argument, unmodified, as the output.
Disabled output from the current stage and all higher stages.
Driver texture coordinate capability flags.
D3DTSS_TCI
Use the specified coordinates for sphere mapping.
Use the reflection vector, transformed to camera space, as the input texture coordinates.
Use the vertex position, transformed to camera space, as the input texture coordinates.
Use the vertex normal, transformed to camera space, as the input texture coordinates.
Use the specified texture coordinates contained in the vertex format.
Specifies miscellaneous texture mapping capabilities supported by the device.
Specifies that the device does not support a projected bump environment lookup operation.
Specifies whether volume textures must have powers of 2 sizes.
Specifies whether cube maps must have powers of 2 sizes.
Device supports mipmaps for cube textures.
Device supports mipmaps for volume textures.
Device supports mipmaps.
Supports volume textures.
Supports cube map textures.
The device supports the .Projected texture transformation flag.
Determines whether power of 2 texture sizes are required by the device.
Device can draw alpha from texture palettes.
Texture indices are not scaled by their size prior to rendering.
Specifies that all textures must be square.
Alpha in texture pixels is supported.
Specifies that the device requires power of 2 texture sizes.
Perspective correction is supported.
Specifies possible texture arguments.
D3DTA
Replicate the alpha information to all channels before the method completes.
Specifies that the function should take the complement of the argument.
Selects a constant from a texture stage.
The texture argument is a temporary color register.
The texture argument is the specular color.
The texture argument is the texture factor.
The texture argument is the texture color.
The texture argument is the result of the previous blending stage.
The texture argument is the diffuse color.
Mask value for all arguments.
Specifies the set of texture addressing modes supported by the device.
The device supports .MirrorOnce.
The device can separate the texture-addressing modes of the u and v coordinates of the texture.
The device supports .Border.
The device supports .Clamp.
The device supports .Mirror.
The device supports .Wrap.
Specifies possible stream frequencies.
The stream uses instance data.
The stream uses indexed data.
Defines a set of stencil operations supported by a device.
The device supports .TwoSided.
The device supports .Decrement.
The device supports .Increment.
The device supports .Invert.
The device supports .DecrementClamp.
The device supports .IncrementClamp.
The device supports .Replace.
The device supports .Zero.
The device supports .Keep.
Predefined sets of pipeline states used by state blocks.
D3DSTATEBLOCKTYPE
Capture the current vertex state.
Capture the current pixel state.
Capture the current device state.
Flags indicating the method the rasterizer uses to create an image on a surface.
D3DSCANLINEORDERING
Every other line is interlaced with the previous one to build the final image.
All scanlines are used to build the final image.
Specifies the shading operations that a device supports.
Device supports Gouraud fog.
Device supports Gouraud-blended transparency.
Device supports Gouraud shading of specular highlights.
Device supports colored Gouraud shading.
Sampler states define texture sampling operations such as texture addressing and texture filtering.
Some sampler states set-up vertex processing, and some set-up pixel processing. Sampler states can
be saved and restored using stateblocks
D3DSAMPLERSTATETYPE
An integer value that specifies the vertex offset into a presampled displacement map. The default value is 0.
An integer value that specifies which element of a multielement texture to use. The default value is 0.
An integer value that specifies sRGB gamma correction. The default value is 0.
An integer value that specifies the maximum anisotropy level. The default value is 1.
An integer value that specifies the maximum mipmap level. The default value is 0.
An integer value that specifies the level-of-detail bias. The default value is 0.
Specifies the mipmap filter. Use values from to set this
state. The default value is .Point.
Specifies the minification filter. Use values from to set this
state. The default value is .Point.
Specifies the magnification filter. Use values from to set this
state. The default value is .Point.
Specifies the texture border color. Use packed integer color values to set this state.
The default value is 0 (black).
Specifies the texture address mode for the W coordinate. Use values from
to set this state. The default value is .Wrap.
Specifies the texture address mode for the V coordinate. Use values from
to set this state. The default value is .Wrap.
Specifies the texture address mode for the U coordinate. Use values from
to set this state. The default value is .Wrap.
Defines resource types.
D3DRESOURCETYPE
Index buffer resource.
Vertex buffer resource.
Cube texture resource.
Volume texture resource.
Texture resource.
Volume resource.
Surface resource.
Render states define set-up states for all kinds of vertex and pixel processing.
Some render states set up vertex processing, and some set up pixel processing.
Render states can be saved and restored using stateblocks.
D3DRENDERSTATETYPE
Specifies the operation to perform for separate alpha blending. Use values from
to set this state. The default value is .Add.
Specifies the destination alpha blending function. Use values from to set this state.
The default value is .Zero.
Specifies the source alpha blending function. Use values from to set this state.
The default value is .One.
Set this state to true to enable separate blending modes for the alpha channel, and false
to disable them. The default value is false.
A floating point value that is used for comparison of depth values.
Set this state to true to enable sRGB gamma correction, and false
to disable it. The default value is false.
Specifies a color to use as a constant blend factor for alpha blending. Use integer color values
to set this state. The default value is 0xFFFFFFFF (white).
Specifies additional color write enable settings for the device. Use values from
to set this state. The default value is .All".
Specifies additional color write enable settings for the device. Use values from
to set this state. The default value is .All".
Specifies additional color write enable settings for the device. Use values from
to set this state. The default value is .All".
Specifies the comparison function for stencil tests.. Use values from
to set the state. The default value is .Always".
Specifies the operation to perform if both the stencil and depth tests pass. Use values from
to set the state. The default value is .Keep".
Specifies the operation to perform if the stencil test passes and depth test fails. Use values from
to set the state. The default value is .Keep".
Specifies the operation to perform if the stencil test fails. Use values from
to set the state. The default value is .Keep".
Set this state to true to enable two sided stenciling, and false
to disable it. The default value is false.
Set this state to true to enable adaptive tessellation, and false
to disable it. The default value is false.
A floating point value that specifies the amount to adaptively tessellate, in the W direction.
The default value is 1.0f.
A floating point value that specifies the amount to adaptively tessellate, in the Z direction.
The default value is 0.0f.
A floating point value that specifies the amount to adaptively tessellate, in the Y direction.
The default value is 0.0f.
A floating point value that specifies the amount to adaptively tessellate, in the X direction.
The default value is 0.0f.
A floating point value that specifies the maximum tessellation level. The default value is 1.0f.
A floating point value that specifies the minium tessellation level. The default value is 1.0f.
Set this state to true to enable antialiased lines, and false
to disable them. The default value is false.
An integer value that specifies how much bias can be applied to co-planar primitives to reduce
Z-fighting. The default value is 0.
Set this state to true to enable scissor testing, and false
to disable it. The default value is false.
Specifies the N-patch normal interpolation degree. Use values from to
set this state. The default value is .Linear".
Specifies the N-patch position interpolation degree. Use values from to
set this state. The default value is .Cubic".
Specifies the blending operation to use when alpha blending is enabled. Use values from
to set this state. The default value is .Add".
A floating point value that specifies the tweening factor. The default value is 0.0f.
Specifies the current color write state of the device. Use values from
to set this state. The default value is .All".
Set this state to true to enable indexed vertex blending, and false
to disable it. The default value is false.
A floating point value that specifies the maximum size of point primitives.
Specifies the current debug monitor token. Use values from to
set this state. The default value is .Enable".
Specifies the current patch edge style. Use values from to
set this state. The default value is .Discrete".
An integer mask that controls the samples in a multisampling render target.
Set this state to true to enable point multisampling, and false
to disable it. The default value is false.
A floating point value that specifies attenuation when point scaling is applied. The default
value is 0.0f.
A floating point value that specifies attenuation when point scaling is applied. The default
value is 0.0f.
A floating point value that specifies attenuation when point scaling is applied. The default
value is 1.0f.
Set this state to true to enable point scaling, and false
to disable it. The default value is false.
Set this state to true to enable point sprites, and false
to disable them. The default value is false.
A floating point value that specifies the minimum size of point primitives.
A floating point value that specifies the size of points.
An integer value that specifies which user-defined clip planes are active. Use
An integer value that specifies the number of matrices to use to perform geometry blending.
Use values from to set this state. The default value is
.Disable.
Specifies the source for emissive colors. Use values from to set
this state. The default value is .Material.
Specifies the source for ambient colors. Use values from to set
this state. The default value is .Material.
Specifies the source for specular colors. Use values from to set
this state. The default value is .Color2.
Specifies the source for diffuse colors. Use values from to set
this state. The default value is .Color1.
Set this state to true to enable automatic normalization of vertex normals, and false
to disable it. The default value is false.
Set this state to true to enable camera-relative specular highlights, and false
to use orthogonal specular highlights. The default value is true.
Set this state to true to enable colored vertices, and false
to disable them. The default value is true.
Specifies the current fog formula to be used for vertex fog. Use values from
to set this state. The default value is .None.
Specifies the ambient light color. Use integer color values to set this state. The default value
is 0 (black).
Set this state to true to enable lighting, and false
to disable it. The default value is true.
Set this state to true to enable primitive clipping, and false
to disable it. The default value is true.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Texture wrapping behavior for multiple sets of texture coordinates. Use values from
to set this state. The default value for this state is .None.
Specifies the color used for multiple texture blending. Use integer color values to set this
state. The default value is 0xFFFFFFFF (white).
An integer value that specifies the write mask used for values written into the stencil buffer.
The default value is 0xFFFFFFFF.
An integer value that specifies the mask for stencil values. The default value is 0xFFFFFFFF.
An integer value that specifies the reference value against which pixels are tested when
stencil testing is enabled. The default value is 0.
Specifies the comparison function for stencil tests. Use values from
to set this state. The default value is .Always.
Specifies the stencil operation to perform if both the stencil and depth tests pass. Use values from
to set this state. The default value is .Keep.
Specifies the stencil operation to perform if the stencil test passes and the depth test fails.
Use values from to set this state. The default value is
.Keep.
Specifies the stencil operation to perform if the stencil test fails. Use values from
to set this state. The default value is .Keep.
Set this state to true to enable stenciling, and false to disable it.
The default value is false.
Set this state to true to enable range based fog, and false to use depth based fog.
The default value is false.
A floating point value that defines the density of fog used in exponential fog modes.
The default value is 1.0f.
A floating point value that defines the depth at which pixel or vertex fog effects end.
The default value is 1.0f.
A floating point value that defines the depth at which pixel or vertex fog effects begin.
The default value is 0.0f.
Specifies the current fog formula to be used for pixel fog. Use values from
to set this state. The default value is .None.
Specifies current fog color. Use integer color values to set this state. The default value is
0 (black).
Set this state to true to enable specular highlights, and false to disable them.
The default value is false.
Set this state to true to enable fog blending, and false to disable it. The default
value is false.
Set this state to true to enable alpha blending, and false to disable it. The default
value is false.
Set this state to true to enable dithering, and false to disable it. The default
value is false.
Specifies the current alpha testing function. Use values from to
set this state. The default value is .Always.
An integer value that specifies the reference alpha against which pixels are tested when
alpha blending is enabled. The default value is 0.
Specifies the current depth testing function. Use values from to
set this state. The default value is .LessEqual.
Specifies how back-facing triangles are culled. Use values from to
set this state. The default value is .Counterclockwise.
Defines the current destination blending mode of the device. Use values from to
set this state. The default value is .Zero.
Defines the current source blending mode of the device. Use values from to
set this state. The default value is .One.
Set this state to true to enable drawing of the last pixel in a line, and false
to disable it. The default value is true.
Set this state to true to enable alpha testing, and false to disable it. The
default value is false.
Set this state to true to enable writes to the depth buffer, and false to disable
them. The default value is true.
Defines the current shade mode of the device. Use values from to set this state.
The default value is .Gouraud.
Defines the current fill mode of the device. Use values from to set this state.
The default value is .Solid.
Depth-buffering state. Use values from to set this state. The
default value for this state is .UseZBuffer if a depth stencil was created
along with the device, or .DontUseZBuffer otherwise.
Specifies information about raster capabilities of the device.
Device supports toggling multisampling on and off.
Device supports legacy depth bias.
Device performs true slope-scale depth bias.
Device supports scissor testing.
Device iterates colors perspective correctly.
Device supports z-based fog.
Device supports w-based fog.
Device supports depth buffering using w.
Device supports anisotropic filtering.
Device supports range-based fog.
Device can perform hidden surface removal (HSR) without requiring the application to
sort polygons and without requiring the allocation of a depth buffer.
Device supports level-of-detail bias adjustments.
Device calculates the fog value by referring to a lookup table.
Device calculates the fog value during the lighting operation and interpolates the value during rasterization.
Device can perform Z-test operations.
Device can dither to improve color resolution.
Specifies sampler values for Render-To-Vertex-Buffer (R2VB).
Number of available texture samplers.
Override the stream with vertex texture 3 sampler.
Override the stream with vertex texture 2 sampler.
Override the stream with vertex texture 1 sampler.
Override the stream with vertex texture 0 sampler.
Override the stream with displacement map sampler.
Identifies possible query types.
D3DQUERYTYPE
Measure the cache hit-rate performance for textures and indexed vertices.
Query for bandwidth timings.
Query for pixel shader timings.
Query for vertex shader timings.
Query for interface timings.
Query for pipeline timings.
Queries the device to see if timestamp frequencies can change mid-call.
Notifies the application that the timestamp frequency has changed.
Queryies the 64-bit timestamp.
Query for occluded pixels.
Query for any and all asynchronous events that have been issued from API calls.
Query vertex statistics.
Query the resource manager.
Query for driver hints about data layout for vertex caching.
Defines the primitives supported by Direct3D.
D3DPRIMITIVETYPE
Renders the vertices as a triangle fan.
Renders the vertices as a triangle strip.
Renders the vertices as a sequence of isolated triangles.
Renders the vertices as a single polyline.
Renders the vertices as a list of isolated line segments.
Renders the vertices as a collection of isolated points.
Specifies miscellaneous capabilities for primitive rendering supported by the device.
D3DPMISCCAPS
Device clamps fog blend factor per vertex.
Device supports post pixel shader operations for multiple render targets.
Device supports different bit depths for multiple render targets.
Device supports separate blend settings for the alpha channel.
Device supports fog and specular alpha.
Device supports conversion to sRGB after blending. Available for Direct3D9Ex only.
Device supports per-stage constants.
Device supports independent write masks for multiple render targets.
A reference device that does not render.
Device supports alpha blending operations.
Device supports temporary texture arguments.
Device clips post-transformed vertex primitives.
Device correctly clips scaled points of size greater than 1.0.
Device supports per-channel writes of the color buffer.
The driver supports counterclockwise culling.
The driver supports clockwise culling.
The driver does not perform triangle culling.
Device can enabled and disable modification of the depth buffer on pixel operations.
Specifies presentation intervals.
D3DPRESENT
Present operations will not be affected more than four times every screen refresh.
Present operations will not be affected more than three times every screen refresh.
Present operations will not be affected more than twice every screen refresh.
The device will wait for the vertical retrace period.
The device will present immediately without waiting for the refresh.
The device will wait for the vertical retrace period.
Specifies possible presentation flags.
D3DPRESENTFLAG
This is a hint to the driver that the back buffers will contain video data.
Allows the device to use invalid display modes as if they were valid. Available in Direct3D9Ex only.
Specifies that the application will perform its own display rotation. Available in Direct3D9Ex only.
No extra presentation flags specified.
Set when the application requires the ability to lock the back buffer.
Discards the contents of the depth/stencil surface after each presentation.
Clips the presentation to the device.
Defines flags for presentation calls.
D3DPRESENT
The content of the backbuffer to be presented is in linear color space.
Clips the rendered content to the monitor/device that the adapter is targetting. Available in
Direct3D9Ex only.
The application will discard all previously queued frames and present the current frame next.
Available in Direct3D9Ex only.
Specifies that the application should not wait for rendering to finish.
Use the front buffer as both the source and the target surface during rendering.
Available for Direct3D9Ex only.
No extra presentation flags.
Defines precision levels for font rendering.
PostScript only precision.
Screen outline precision.
Outline precision.
TrueType only precision.
Raster precision.
Device precision.
TrueType precision.
Stroke-level precision.
Character-level precision.
String-level precision.
Default precision.
Defines the memory class that holds the buffers for a resource.
D3DPOOL
Resources are placed in scratch memory. These resources cannot be used as textures or render
targets.
Resources are placed in system memory that is not accessable by the device. These resources
do not need to be recreated when the device is lost.
Resources are copied automatically to device-accessable memory as needed. Managed resources are
backed by system memory and do not need to be recreated when the device is lost.
Resources are placed in the memory pool most appropriate for the set of usages requested for the resource.
Specifies pixel shader capabilities supported by the device.
D3DPS20CAPS
There is no limit on the number of texture instructions.
There is no limit on the number of dependent reads.
Instruction predication is supported.
Gradient instructions are supported.
Arbitrary swizzling is supported.
No extra pixel shader capabilities specified.
Defines pitch and family settings for fonts.
Use the Decorative family.
Use the Script family.
Use the Modern family.
Use the Swiss family.
Use the Roman family.
The font family doesn't matter.
Mono pitch.
Variable pitch.
Fixed pitch.
Default pitch.
Defines whether the current tessellation mode is discrete or continuous.
D3DPATCHEDGESTYLE
Continuous edge style.
Discrete edge style.
Defines the levels of full-scene multisampling that the device can apply.
D3DMULTISAMPLE_TYPE
Level of full-scene multisampling using 16 samples.
Level of full-scene multisampling using 15 samples.
Level of full-scene multisampling using 14 samples.
Level of full-scene multisampling using 13 samples.
Level of full-scene multisampling using 12 samples.
Level of full-scene multisampling using 11 samples.
Level of full-scene multisampling using 10 samples.
Level of full-scene multisampling using 9 samples.
Level of full-scene multisampling using 8 samples.
Level of full-scene multisampling using 7 samples.
Level of full-scene multisampling using 6 samples.
Level of full-scene multisampling using 5 samples.
Level of full-scene multisampling using 4 samples.
Level of full-scene multisampling using 3 samples.
Level of full-scene multisampling using 2 samples.
Enables the multisampling quality value.
No level of multisampling is available.
Defines flags for buffer locking.
D3DLOCK
The application will not write to the buffer.
Prevents the allocation of a system wide resource lock.
Indicates that the last set of data written will not be modified during this lock call.
No locking flags specified.
Prevents any changes to the dirty state of the resource.
Allows the application to gain back CPU cycles if the driver cannot lock the surface immediately.
The application discards all memory within the locked region.
Specifies the line drawing capabilities of a device.
Supports antialiasing.
Supports fog.
Supports alpha test comparisons.
Supports source-blending.
Supports depth test.
Supports texture-mapping.
Defines possible light types.
D3DLIGHTTYPE
Light is a directional light source. This is equivalent to using a point light source at an infinite distance.
Light is a spotlight source. Illumination is limited to a cone.
Light is a point source. The light has a position in space and radiates in all directions.
Defines constants for query issues.
End a query issue.
Start a query issue.
Defines the various types of surface formats.
D3DFORMAT
Unknown surface format.
Surface format for Render-To-Vertex-Buffer (R2VB).
Binary buffer format indicating that the data has no inherent type. Available for Direct3D9Ex only.
1-bit monochrome format. Available for Direct3D9Ex only.
8-bit format using 4 bits each for alpha and luminance.
16-bit format using 8 bits each for alpha and luminance.
8-bit luminance.
16-bit luminance.
8-bit color indexed.
8-bit color indexed with 8 bits of alpha.
64-bit pixel ABGR format using 16 bits for each channel.
32-bit pixel format using 16 bits each for green and red.
32-bit BGR format using 8 bits for each color channel.
32-bit ABGR format using 8 bits for each channel.
32-bit ABGR format using 2 bits for alpha and 10 bits for each color component.
16-bit RGB format using 4 bits for each color channel.
16-bit ARGB format using 8 bits for alpha, 3 bits for red and green, and 2 bits for blue.
8-bit alpha format.
8-bit RGB format using 3 bits for red and green and 2 bits for blue.
16-bit ARGB format using 4 bits for each channel.
24-bit RGB format using 8 bits per channel.
16-bit normal compression format.
64-bit bump map format using 16 bits for each channel (Q, W, V, U).
32-bit bump map format using 16 bits each for V and U.
32-bit bump map format using 8 bits for each channel (Q, W, V, U).
16-bit bump map format using 8 bits each for U and V.
32-bit bump map format using 2 bits for alpha and 10 bits each for W, V, and U.
32-bit bump map format using 8 bits for each channel (luminance, V, U).
16-bit bump map format using 6 bits for luminance and 5 bits each for V and U.
128-bit floating point format using 32 bits for each channel (alpha, blue, green, red).
64-bit floating point format using 32 bits for the red channel and 32 bits for the green channel.
32-bit floating point format using 32 bits for the red channel.
YUY2 format (PC98 compliance).
UYUV format (PC98 compliance).
16-bit packed RGB format consisting of pixel pairs to express color.
16-bit packed RGB format consisting of pixel pairs to express color.
Multielement texture.
64-bit floating point format using 16 bits for each channel (alpha, blue, green, red).
32-bit floating point format using 16 bits for the red channel and 16 bits for the green channel.
16-bit floating point format using 16 bits for the red channel.
DXT5 compression texture format.
DXT4 compression texture format.
DXT3 compression texture format.
DXT2 compression texture format.
DXT1 compression texture format.
32-bit index buffer bit depth.
16-bit index buffer bit depth.
Describes a vertex buffer surface.
16-bit z-buffer format with 16 bits for depth.
Lockable 8-bit stencil buffer. Available for Direct3D9Ex only.
Lockable 32-bit depth buffer. Available for Direct3D9Ex only.
32-bit z-buffer format with 24 bits for depth (in 24-bit floating point format) and 8 bits for stencil.
32-bit z-buffer lockable format with 32 bits for depth (in standard IEEE floating point format).
32-bit z-buffer format with 24 bits for depth and 4 bits for stencil.
32-bit z-buffer format with 24 bits for depth.
32-bit z-buffer format with 24 bits for depth and 8 bits for stencil.
16-bit z-buffer format with 15 bits for depth and 1 bit for stencil.
32-bit z-buffer format with 32 bits for depth.
16-bit z-buffer lockable format with 16 bits for depth.
16-bit surface format using 5 bits for red and blue and 6 bits for green.
16-bit surface format using 5 bits for each color component (red, green, blue).
16-bit surface format using 1 bit for alpha and 5 bits for each channel (red, green, blue).
32-bit surface format using 8 bits for each color component (red, green, blue).
32-bit surface format using 8 bits for each channel (alpha, red, green, blue).
32-bit surface format using 2 bits for alpha and 10 bits for color components (red, green, blue).
Specifies weights for font rendering.
Use a black weight.
Use a heavy weight.
Use an ultra bold weight.
Use an extra bold weight.
Use a bold weight.
Use a demi-bold weight.
Use a semi-bold weight.
Use a medium weight.
Use a regular weight.
Use a normal weight.
Make the font light.
Make the font ultra light.
Make the font extra light.
Make the font thin.
The font weight doesn't matter.
Specifies quality options for font rendering.
Clear type natural quality.
Clear type quality.
Antialiased quality.
Non-antialiased quality.
Proof quality.
Draft quality.
Default quality levels.
Device constants that describe the fog mode.
Fog effect intesifies linearly between the start and end points.
Fog effect intesifies exponentially with the square of the distance.
Fog effect intensifies exponentially.
No fog effect.
Defines the filter capabilities of the device.
D3DPTFILTERCAPS
Device supports per-stage Gaussian quad filtering for magnifying textures.
Device supports per-stage pyramidal sample filtering for magnifying textures.
Device supports per-stage anisotropic filtering for magnifying textures.
Device supports per-stage linaer filtering for magnifying textures.
Device supports per-stage point-sample filtering for magnifying textures.
Device supports per-stage linear filtering for mipmaps.
Device supports per-stage point-sample filtering for mipmaps.
Device supports per-stage Gaussian quad filtering for minifying textures.
Device supports per-stage pyramidal sample filtering for minifying textures.
Device supports per-stage anisotropic filtering for minifying textures.
Device supports per-stage linear filtering for minifying textures.
Device supports per-stage point-sample filtering for minifying textures.
Defines constants describing the fill mode.
D3DFILLMODE
Fill solid.
Fill wireframe.
Fill points.
Specifies how the monitor being used to display a fullscreen application is rotated.
D3DDISPLAYROTATION
Display is rotated 270 degrees.
Display is rotated 180 degrees.
Display is rotated 90 degrees.
Display is not rotated.
Specifies possible driver levels.
The driver supports at least Direct3D9.
The driver supports at least Direct3D8.
The driver supports at least Direct3D7.
Specifies formatting options for text rendering.
Rendering the text in right-to-left reading order.
Don't clip the text.
Expand tab characters.
Force all text to a single line.
Allow word breaks.
Align the text to the bottom.
Vertically align the text to the center.
Align the text to the right.
Align the text to the center.
Align the text to the left.
Align the text to the top.
Defines device types.
D3DDEVTYPE
A pluggable software renderer has been registered. Not supported by SlimDX.
Direct3D features are implemented in software.
Initialize Direct3D on a computer that has neither hardware nor reference rasterization available.
Hardware rasterization.
Flags identifying the capabilities of the device.
Device supports N-patches.
The device does not require caching of any patch information.
Device supports rectangular and triangular patches.
Device supports quintic bezier curves and b-splines.
Device can support rasterization, transform, lighting, and shading in hardware.
Device has hardware acceleration for scene rasterization.
Device supports blits from system-memory textures to nonlocal video-memory textures.
Device can support hardware transformation and lighting.
Device can support at least a DirectX 7-compliant driver.
Device is texturing from separate memory pools.
Device can support at least a DirectX 5-compliant driver.
Device can retrieve textures from non-local video memory.
Device can queue rendering commands after a page flip.
Device exports a DrawPrimitive aware HAL.
Device can retrieve textures from video memory.
Device can retrieve textures from system memory.
Device can use buffers from video memory for transformed and lit vertices.
Device can use buffers from system memory for transformed and lit vertices.
Device can use execute buffers from video memory.
Device can use execute buffers from system memory.
Driver capability flags.
D3DDEVCAPS2
Multiple vertex elements can share the same stream offset in a stream.
Devices supports presampled displacement maps for N-patches.
Device supports texture stretching using a texture as the source.
Device supports adaptive tessellation of N-patches.
Device supports adaptive tessellation of RT-patches.
Device supports displacement maps for N-patches.
Device supports stream offsets.
Defines the degree of the variables in the equation that describes a curve.
D3DDEGREETYPE
Curve is described by variables of fourth order.
Curve is described by variables of third order.
Curve is described by variables of second order.
Curve is described by variables of first order.
Identifies the intended use of vertex data.
D3DDECLUSAGE
Vertex data contains sampler data.
Vertex data contains depth data.
Vertex data contains fog data.
Vertex data contains transformed position data ranging from (0, 0) to (viewport width, viewport height).
Single positive floating point value.
Vertex binormal data.
Vertex tangent data.
Texture coordinate data.
Point size data.
Vertex normal data.
Blending indices data.
Blending weight data.
Position data ranging from (-1, -1) to (1, 1).
Specifies the declaration types supported by the device.
The device supports .HalfFour.
The device supports .HalfTwo.
The device supports .Dec3N.
The device supports .UDec3.
The device supports .UShort4N.
The device supports .UShort2N.
The device supports .Short4N.
The device supports .Short2N.
The device supports .UByte4N.
The device supports .UByte4.
Defines a vertex declaration data type.
D3DDECLTYPE
Type field in the declaration is unused.
Four component, 16 bit, floating point.
Two component, 16 bit, floating point.
Three component, signed, 10 10 10 format normalized by dividing by 511.0f.
Three component, unsigned, 10 10 10 format.
Normalized, four component, unsigned short normalized by dividing by 65535.0f.
Normalized, two component, unsigned short normalized by dividing by 65535.0f.
Normalized, four component, signed short normalized by dividing by 32767.0f.
Normalized, two component, signed short normalized by dividing by 32767.0f.
Four component byte with each byte normalized by dividing by 255.0f.
Four component, signed short.
Two component, signed short.
Four component, unsigned byte.
Four component, packed, unsigned bytes mapped to the 0 to 1 range. Input is a color
and is expanded to RGBA order.
Vertex data contains diffuse or specular color.
Four component float.
Three component float.
Two component float.
One component float.
Defines the vertex declaration method which is a predefined operation performed by the
tessellator (or any procedural geometry routine on the vertex data during tessellation).
D3DDECLMETHOD
Lookup a presampled displacement map.
Look up a displacement map.
Copies out the U and V values at a point on the rectangle or triangle patch.
Computes the normal at a point on the rectangle or triangle patch by taking the cross product of the two tangents.
Computes the tangent at a point on the rectangle or triangle patch in the V direction.
Computes the tangent at a point on the rectangle or triangle patch in the U direction.
Default value. The tessellator copies the vertex data as is, with no additional calculations.
Defines settings for debug monitor tokens.
D3DDEBUGMONITORTOKENS
Disable the debug monitor.
Enable the debug monitor.
Driver cursor capability flags.
D3DCURSORCAPS
The driver supports cursors in low resolution modes.
The driver supports color cursors.
Defines the supported culling modes.
D3DCULL
Do not cull back faces.
Cull back faces with counterclockwise vertices.
Cull back faces with clockwise vertices.
Defines the faces of a cubemap.
D3DCUBEMAP_FACES
Negative z-face of the cubemap.
Positive z-face of the cubemap.
Negative y-face of the cubemap.
Positive y-face of the cubemap.
Negative x-face of the cubemap.
Positive x-face of the cubemap.
Specifies how to combine glyph data from the source and destination surfaces in a ComposeRect operation.
D3DCOMPOSERECTSOP
Copy the negated source to the destination.
Bitwise AND the source and the destination.
Bitwise OR the source and the destination.
Copy the source to the destination.
A combination of one or more flags that control the device creation behavior.
D3DCREATE
Tells the device to use software vertex processing.
Allows screensavers during a fullscreen application.
Specifies that the device does not support Get* calls for anything that can be stored
in state blocks.
Indicates that Direct3D must not alter the focus window in any way.
Indicates that the application requests Direct3D to be multithread safe.
Tells the device to use mixed vertex processing.
Tells the device to use hardware vertex processing.
Preserve the floating point precision used in the calling thread.
Enables the gathering of presentation statistics. Only available in Direct3D9Ex.
Restrict computation to the main application thread. Only available on Windows Vista.
Causes the runtime to not register hotkeys for print screen. Only available in Direct3D9Ex.
Direct3D will managed resources instead of the driver. Errors will still be thrown
for conditions such as insufficient video memory.
Direct3D will managed resources instead of the driver.
Asks the device to drive all heads that the master adapter owns.
No extra creation flags specified.
Specifies a set of flags that describe the supported compare capabilities of the device.
The device supports .Always.
The device supports .GreaterEqual.
The device supports .NotEqual.
The device supports .Greater.
The device supports .lessEqual.
The device supports .Equal.
The device supports .Less.
The device supports .Never.
Specifies possible compare functions.
D3DCMPFUNC
Always pass the test.
Accept the new pixel if its value is greater than or equal to the value of the current pixel.
Accept the new pixel if its value does not equal the value of the current pixel.
Accept the new pixel if its value is greater than the value of the current pixel.
Accept the new pixel if its value is less than or equal to the value of the current pixel.
Accept the new pixel if its value equals the value of the current pixel.
Accept the new pixel if its value is less than the value of the current pixel.
Always fail the test.
Flags that enable a per-channel write for the render target color buffer.
Allow writes to all channels.
Allow writes to the red channel.
Allow writes to the green channel.
Allow writes to the blue channel.
Allow writes to the alpha channel.
Defines the location at which a color or color component must be accessed for lighting calculations.
D3DMATERIALCOLORSOURCE
Use the specular vertex color.
Use the diffuse vertex color.
Use the color from the current material.
Specifies a set of values that describe the current clip status.
Application defined clipping plane.
Application defined clipping plane.
Application defined clipping plane.
Application defined clipping plane.
Application defined clipping plane.
Application defined clipping plane.
All vertices are clipped by the back plane of the viewing frustum.
All vertices are clipped by the front plane of the viewing frustum.
All vertices are clipped by the bottom plane of the viewing frustum.
All vertices are clipped by the top plane of the viewing frustum.
All vertices are clipped by the right plane of the viewing frustum.
All vertices are clipped by the left plane of the viewing frustum.
Combination of all clip flags.
These flags identify a surface to reset when calling Device.Clear.
D3DCLEAR
Clear the depth buffer.
Clear the render target.
Clear the stencil surface.
Don't clear any surfaces.
Defines possible character sets for fonts.
The Mac character set.
The Baltic character set.
The Russian character set.
The East Europe character set.
The Thai character set.
The Vietnamese character set.
The Turkish character set.
The Greek character set.
The Arabic character set.
The Hebrew character set.
The Johab character set.
The OEM character set.
The Chinese character set.
The GB2312 character set.
The Hangul character set.
The ShiftJIS character set.
The symbol character set.
The default system character set.
The ANSI character set.
Driver-specific capability flags.
D3DCAPS3
Device can accelerate a memory copy from local video memory to system memory.
Device can accelerate a memory copy from system memory to local video memory.
Indicates that the device can perform gamma correction from a windowed back buffer to
an sRGB desktop.
Indicates that the device can respect the AlphaBlendEnable render state in fullscreen mode
while using the Flip or Discard swap effect.
No extra capabilities defined.
Driver-specific capability flags.
D3DCAPS2
The driver is capable of automatically generating mipmaps.
The driver supports dynamic textures.
The driver is capable of managing resources.
The system has a calibrator installed that can automatically adjust the gamma ramp so that
the result is identical on all systems that have a calibrator.
The driver supports dynamic gamma ramp adjustment in fullscreen mode.
No extra capabilities defined.
Driver-specific capability flags.
Display hardware is capable of returning the current scan line.
No extra capabilities defined.
Defines the supported blend operations.
D3DBLENDOP
The result is the maximum of the source and destination.
The result is the minimum of the source and destination.
The result is the source subtracted from the destination.
The result is the destination subtracted from the source.
The result is the destination added to the source.
Defines possible source blending capabilities.
The device supports .BlendFactor and .InverseBlendFactor.
The device supports .BothInverseSourceAlpha.
The device supports .SourceAlphaSaturated.
The device supports .InverseDestinationColor.
The device supports .DestinationColor.
The device supports .InverseDestinationAlpha.
The device supports .DestinationAlpha.
The device supports .InverseSourceAlpha.
The device supports .SourceAlpha.
The device supports .InverseSourceColor.
The device supports .SourceColor.
The device supports .One.
The device supports .Zero.
Defines the supported blend mode.
D3DBLEND
Blend factor is one minus the output color of the pixel shader. Only available in Direct3D9Ex.
Blend factor is the output color of the pixel shader. Only available in Direct3D9Ex.
Inverted constant color blending factor used by the frame-buffer blender.
Constant color blending factor used by the frame-buffer blender.
Source blend factor is one minus the source alpha, and destination blend factor
is one minus the destination alpha.
Blend factor is (f, f, f, 1); where f = min(As, 1 - Ad).
Blend factor is one minus the destination color.
Blend factor is the destination color.
Blend factor is one minus the destination alpha.
Blend factor is the destination alpha.
Blend factor is one minus the source alpha.
Blend factor is the source alpha.
Blend factor is one minus the source color.
Blend factor is the source color.
Blend factor is (1, 1, 1, 1).
Blend factor is (0, 0, 0, 0).
Defines the basis type of a high-order patch surface.
D3DBASISTYPE
An interpolation basis defines the surface so that the surface goes through all the input vertices specified.
Input vertices are treated as control points of a B-spline surface.
Input vertices are treated as a series of Bezier patches.
Z-buffer usage types.
D3DZBUFFERTYPE
Used to enable a W-buffer.
Used to disable the depth buffer.
Used to enable the depth buffer.
Specifies possible XFile formats.
Compressed file.
Text file format.
Legacy file format.
Specifies vertex shader capabilities supported by the device.
D3DVS20CAPS
Instruction predication is supported.
No extra vertex shader capabilities specified.
Specifies vertex processing capabilities supported by the device.
Device does not support texture generation in non-local viewer mode.
Device supports sphere maps.
Device supports vertex tweening.
Device supports local viewer.
Device can support positional lights.
Device can support directional lights.
Indicates that the device supports the color material states.
Device can do texture generation.
Specifies the flexible vertex format capabilities of the device.
Point size is determined by either the render state or the vertex data. If an FVF is used,
point size can come from point size data in the vertex declaration.
It is preferable that vertex elements not be stripped. That is, if the vertex format contains
elements that are not used with the current render states, there is no need to regenerate the
vertices. If this capability flag is not present, stripping extraneous elements from the vertex
format provides better performance.
Masks the low WORD of FVFCaps. These bits, cast to the WORD data type, describe the total
number of texture coordinate sets that the device can simultaneously use for multiple texture
blending.
Specifies codes that can be used to define Flexible-Vertex-Formats (FVF).
D3DFVF
The last beta field in the vertex position data will be of type Color. The data in the beta
fields are used with matrix palette skinning to specify matrix indices.
The last beta field in the vertex position data will be of type UByte4. The data in the beta
fields are used with matrix palette skinning to specify matrix indices.
The number of bits by which to shift an integer value that identifies the number of texture
coordinates for a vertex.
Mask for texture flag bits.
Mask for position bits.
Vertex format contains 8 texture coordinate sets.
Vertex format contains 7 texture coordinate sets.
Vertex format contains 6 texture coordinate sets.
Vertex format contains 5 texture coordinate sets.
Vertex format contains 4 texture coordinate sets.
Vertex format contains 3 texture coordinate sets.
Vertex format contains 2 texture coordinate sets.
Vertex format contains 1 texture coordinate set.
Vertex format contains no texture coordinate sets.
Vertex format contains a position and a normal.
Vertex format contains transformed and clipped data.
Vertex format contains position and weighting values for multimatrix blending operations.
Vertex format contains position and weighting values for multimatrix blending operations.
Vertex format contains position and weighting values for multimatrix blending operations.
Vertex format contains position and weighting values for multimatrix blending operations.
Vertex format contains position and weighting values for multimatrix blending operations.
Vertex format includes the position of a transformed vertex.
Vertex format includes the position of an untransformed vertex.
Vertex format includes a specular color component.
Vertex format includes a diffuse color component.
Vertex format contains a point size.
Vertex format includes a vertex normal vector.
No vertex format defined.
Defines flags used to control the number or matrices that the system applies when performing
multimatrix vertex blending.
D3DVERTEXBLENDFLAGS
Vertex blending is performed using vertex tweening.
Enable vertex blending between one matrix and a weight of 1.0.
Enable vertex blending between four matrices.
Enable vertex blending between three matrices.
Enable vertex blending between two matrices.
Disable vertex blending.
Usage options that identify how resources are to be used.
D3DUSAGE
The resource will be a Render-To-Vertex-Buffer (R2VB) target.
Query the resource to verify support for texture wrapping and mip-mapping.
Query the resource to verify support for vertex shader texture sampling.
Query the resource to verify support for post pixel shader blending support.
Query the resource to verify if a texture supports gamma correction during a write operation.
Query the resource format to see if it supports texture filters.
Query the resource to verify if a texture supports gamma correction during a read operation.
Query the resource abour a legacy bump map.
Indicates that the resource will be used for composition. Available for Direct3D9Ex only.
Indicates that vertex processing for this resource should be done in software.
Informs the system that the application will only ever write to the buffer.
Indicates that the vertex buffer is to be used for drawing high-order primitives.
The resource will be a render target.
Indicates that the buffer will be used to draw points.
Indicates that the vertex buffer is to be used for drawing N-patches.
Allow a shared surface created by a secure application to be opened by a non-secure
application that has the shared handle. Available for Direct3D9Ex only.
Indicates that the resource requires dynamic memory use.
Set to indicate that the vertex buffer content will never require clipping.
The resource will be a displacement map.
The resource will be a depth/stencil buffer.
The resource will automatically generate mipmaps.
No specified usage options.
Specifies wrapping options for texture coordinates.
Wrap all coordinates.
Wrap the 3 coordinate.
Wrap the 2 coordinate.
Wrap the 1 coordinate.
Wrap the 0 coordinate.
No wrapping is performed.
Defines possible transformation states.
D3DTRANSFORMSTATETYPE
Identifies the transformation matrix being set for the specified texture stage.
Identifies the transformation matrix being set for the specified texture stage.
Identifies the transformation matrix being set for the specified texture stage.
Identifies the transformation matrix being set for the specified texture stage.
Identifies the transformation matrix being set for the specified texture stage.
Identifies the transformation matrix being set for the specified texture stage.
Identifies the transformation matrix being set for the specified texture stage.
Identifies the transformation matrix being set for the specified texture stage.
Identifies the transformation matrix being set as a world transformation matrix.
Identifies the transformation matrix being set as a world transformation matrix.
Identifies the transformation matrix being set as a world transformation matrix.
Identifies the transformation matrix being set as a world transformation matrix.
Identifies the transformation matrix being set as the projection transformation matrix.
Identifies the transformation matrix being set as the view transformation matrix.
Defines texture coordinate transformation values.
D3DTEXTURETRANSFORMFLAGS
Forces all coordinates to be projected before being sent to the rasterizer.
The rasterizer should expect 4D coordinates.
The rasterizer should expect 3D coordinates.
The rasterizer should expect 2D coordinates.
The rasterizer should expect 1D coordinates.
Texture coordinates are passed directly to the rasterizer.
Defines the possible shading modes.
D3DSHADEMODE
Gouraud shading.
Flat shading.
Defines the texture-addressing modes.
D3DTEXTUREADDRESS
Similar to a combination of Wrap, Mirror, and Clamp.
Texture coordinates outside the range are set to the border color.
Texture coordinates outside the range are clamped to the maximum values.
The texture is flipped at every integer junction.
Tile the texture at every integer junction.
Defines swap effects.
D3DSWAPEFFECT
Copies the data between back buffers.
Flips between multiple back buffers.
Discards the data in the back buffers and render targets after a presentation.
Defines stencil buffer operations.
D3DSTENCILOP
Decrement the stencil value.
Increment the stencil value.
Invert the stencil value.
Decrement and clamp the stencil value.
Increment and clamp the stencil value.
Replace the stencil value.
Zero the stencil value.
Keep the current stencil value.
Defines texture filtering modes for a texture stage.
D3DTEXTUREFILTERTYPE
Convolution filter for monochrome textures. Available for Direct3D9Ex only.
A 4 sample Guassian filter is used.
A 4 sample tent filter is used.
Anisotropic interpolation is used.
Bilinear interpolation is used.
Point filtering is used.
Mipmapping is disabled.
Defines stream sources for hardware instancing.
Instance data.
Indexed data.
Specifies options for welding together vertices.
D3DXWELDEPSILONSFLAGS
Instructs the weld not to split vertices that are in separate attribute groups.
Instructs the weld to allow only modifications to vertices and not removal. This flag is
valid only if WeldPartialMatches is set. It is useful to modify vertices to be equal,
but not to allow vertices to be removed.
If a given vertex component is within epsilon, modify partially matched vertices so that both components are identical.
If all components are equal, remove one of the vertices.
Weld together all vertices that are at the same location.
Defines the transition style between values of a mesh animation.
D3DXTRANSITION_TYPE
Ease-in, ease-out spline transition between values.
Linear transition between values.
Defines the priority type to which an animation track is assigned.
D3DXPRIORITY_TYPE
Track should be blended with all the high-priority tracks before the
high-priority blend is mixed with the low-priority blend.
Track should be blended with all the low-priority tracks before the
low-priority blend is mixed with the high-priority blend.
Defines settings used for mesh tangent frame computations.
D3DXTANGENT
The results are stored in the original input mesh, and the output mesh is not used.
Compute the per-vertex normal vector for each triangle of the input mesh,
and ignore any normal vectors already in the input mesh.
Vertices are ordered in a clockwise direction around each triangle.
The computed normal vector direction is therefore inverted 180 degrees from
the direction computed using counterclockwise vertex ordering.
Compute a unit-length normal vector for each triangle of the input mesh.
Mutually exclusive with WeightByArea.
Weight the direction of the computed per-vertex normal or partial derivative vector according to the areas
of triangles attached to that vertex. Mutually exclusive with WeightEqual.
Compute the partial derivative with respect to texture coordinate u independently for each vertex,
and then compute the partial derivative with respect to V as the cross product of the normal vector
and the partial derivative with respect to U. Mutually exclusive with DontOrthogonalize and OrthogonalizeFromV.
Compute the partial derivative with respect to texture coordinate V independently for each vertex,
and then compute the partial derivative with respect to U as the cross product of the partial derivative
with respect to V and the normal vector. Mutually exclusive with DontOrthogonalize and OrthogonalizeFromU.
Do not transform texture coordinates to orthogonal Cartesian coordinates. Mutually exclusive
with OrthogonalizeFromU and OrthogonalizeFromV.
Do not normalize partial derivatives with respect to texture coordinates. If not normalized,
the scale of the partial derivatives is proportional to the scale of the 3D model divided by the
scale of the triangle in (U, V) space. This scale value provides a measure of how much the
texture is stretched in a given direction. The resulting vector length is a weighted sum of
the lengths of the partial derivatives.
Texture coordinate values in both U and V directions are between 0 and 1. In this case a texture
coordinate set will be chosen that minimizes the perimeter of the triangle.
Texture coordinate values in the V direction are between 0 and 1. In this case a texture
coordinate set will be chosen that minimizes the perimeter of the triangle.
Texture coordinate values in the U direction are between 0 and 1. In this case a texture
coordinate set will be chosen that minimizes the perimeter of the triangle.
No options.
Flags used to specify sprite rendering options to the flags parameter in the Sprite.Begin method.
D3DXSPRITE
Disables calling AddRef() on every draw, and Release() on Flush() for better performance.
Sprites are sorted by depth in back-to-front order prior to drawing. This procedure is
recommended when drawing transparent sprites of varying depths. You may combine SortDepthBackToFront
with SortTexture to sort first by depth, and second by texture.
Sprites are sorted by depth in front-to-back order prior to drawing. This procedure is
recommended when drawing opaque sprites of varying depths. You may combine SortDepthFrontToBack
with SortTexture to sort first by depth, and second by texture.
Sort sprites by texture prior to drawing. This can improve performance when drawing
non-overlapping sprites of uniform depth. You may also combine SortTexture with either
SortDepthFrontToBack or SortDepthBackToFront. This will sort the list of sprites by depth
first and texture second.
Enables alpha blending with RenderState.AlphaTestEnable set to true (for nonzero alpha).
Blend.SourceAlpha will be the source blend state, and Blend.InverseSourceAlpha will be the destination
blend state in calls to Device.SetRenderState. Font expects this flag to be set when drawing text.
Each sprite will be rotated about its center so that it is facing the viewer.
Sprite.SetWorldViewLH or Sprite.SetWorldViewRH must be called first.
The world, view, and projection transforms are not modified. The transforms currently set to the
device are used to transform the sprites when the batched sprites are drawn (when Sprite.Flush or
Sprite.End is called). If this flag is not specified, then world, view, and projection
transforms are modified so that sprites are drawn in screen-space coordinates.
The device render state is not to be changed when Sprite.Begin is called. The device is assumed
to be in a valid state to draw vertices containing UsageIndex = 0 in the DeclarationUsage.Position,
DeclarationUsage.TexCoord, and DeclarationUsage.Color data.
The device state is not to be saved or restored when Sprite.Begin or Sprite.End is called.
No flags.
Flags used for parsing, compiling, or assembling shaders.
D3DXSHADER
Enable the use of the original Direct3D 9 HLSL compiler. OCT2006_d3dx9_31_x86.cab or
OCT2006_d3dx9_31_x64.cab must be included as part of the applications redist. This flag
is required to compile ps_1_x shaders without using the promotion flag to ps_2_0. Specifying
this flag when obtaining an EffectCompiler interface causes subsequent calls to
EffectCompiler.CompileEffect and EffectCompiler/CompileShader through this object
to use the legacy compiler.
Do not validate the generated code against known capabilities and constraints.
This option is recommended only when compiling shaders that are known to work
(that is, shaders that have compiled before without this option). Shaders are
always validated by the runtime before they are set to the device.
Instruct the compiler to skip optimization steps during code generation.
Unless you are trying to isolate a problem in your code and you suspect the
compiler, using this option is not recommended.
This is a hint to the compiler to prefer using flow-control instructions.
Force all computations in the resulting shader to occur at partial precision
This may result in faster evaluation of shaders on some hardware.
Highest optimization level. Will produce best possible code but may take significantly longer to do so.
This will be useful for final builds of an application where performance is the most important factor.
Second highest optimization level.
Second lowest optimization level.
Lowest optimization level. May produce slower code but will do so more quickly.
This may be useful in a highly iterative shader development cycle.
Disables preshaders. The compiler will not pull out static expressions for evaluation on the host CPU.
Additionally, the compiler will not loft any expressions when compiling stand-alone functions.
Disable optimizations that may cause the output of a compiled shader program to differ from the output
of a program compiled with the DirectX 9 shader compiler due to small precision erros in floating point math.
Force the compiler to compile against the next highest available software target for vertex shaders.
This flag also turns optimizations off and debugging on.
Force the compiler to compile against the next highest available software target for pixel shaders.
This flag also turns optimizations off and debugging on.
Compile ps_1_x shaders as ps_2_0. Effects that specify ps_1_x targets will instead compile to ps_2_0
targets because this is the minimum shader version supported by the DirectX 10 shader compiler. This flag
has no effect when used with higher level compile targets.
Insert debug filename, line numbers, and type and symbol information during shader compile.
This is a hint to the compiler to avoid using flow-control instructions.
Unless explicitly specified, matrices will be packed in row-major order (each vector will be in a single
row) when passed to or from the shader.
Unless explicitly specified, matrices will be packed in column-major order (each vector will be in a single
column) when passed to and from the shader. This is generally more efficient because it allows vector-matrix
multiplication to be performed using a series of dot products.
No flags.
Data type of the register.
D3DXREGISTER_SET
The register contains 4D sampler data.
4D floating-point number.
4D integer number.
Boolean value.
Defines the type of animation set looping modes used for playback.
D3DXPLAYBACK_TYPE
The animation alternates endlessly between playing forward and playing backward.
The animation plays once, and then it stops on the last frame.
The animation repeats endlessly.
Mesh patch types.
D3DXPATCHMESHTYPE
N-patch mesh type.
Triangle patch mesh type.
Rectangle patch mesh type.
Describes the data contained by the enumeration.
D3DXPARAMETER_TYPE
Parameter is not supported.
Parameter is a vertex shader fragment.
Parameter is a pixel shader fragment.
Parameter is a vertex shader.
Parameter is a pixel shader.
Parameter is a cube sampler.
Parameter is a 3D sampler.
Parameter is a 2D sampler.
Parameter is a 1D sampler.
Parameter is a sampler.
Parameter is a cube texture.
Parameter is a DD texture.
Parameter is a 2D texture.
Parameter is a 1D texture.
Parameter is a texture.
Parameter is a string.
Parameter is a floating-point number.
Parameter is an integer. Any floating-point values passed into ConstantTable.SetValue,
ConstantTable.SetVector, or ConstantTable::SetVectorArray will be rounded off (to zero decimal places)
before being written into the constant table.
Parameter is a Boolean. Any non-zero value passed into ConstantTable.SetBool, ConstantTable.SetBoolArray,
ConstantTable.SetValue, ConstantTable.SetVector, or ConstantTable.SetVectorArray will be mapped to 1 (true)
before being written into the constant table; otherwise, the value will be set to 0 in the constant table.
Parameter is a void pointer.
These flags provide additional information about effect parameters.
D3DX_PARAMETER
This parameter is marked as an annotation.
This parameter is marked as a literal value.
The value of a parameter will be shared by all effects in the same namespace.
Changing the value in one effect will change it in all shared effects.
This parameter is not marked.
The type of object.
D3DXPARAMETER_CLASS
Constant is a structure.
Constant is either a texture, shader, or a string.
Constant is a column major matrix.
Constant is a row major matrix.
Constant is a vector.
Constant is a scalar.
Normal maps generation constants.
D3DX_NORMALMAP
Computes the per-pixel occlusion term and encodes it into the alpha. An alpha of 1 means that the
pixel is not obscured in any way, and an alpha of 0 means that the pixel is completely obscured.
Inverts the direction of each normal.
Same as specifying the MirrorU and MirrorV flags.
Indicates that pixels off the edge of the texture on the v-axis should be mirrored, not wrapped.
Indicates that pixels off the edge of the texture on the u-axis should be mirrored, not wrapped.
Specifies simplification options for a mesh.
D3DXMESHSIMP
The mesh will be simplified by the number of faces specified in the MinValue parameter.
The mesh will be simplified by the number of vertices specified in the MinValue parameter.
Specifies the type of mesh optimization to be performed.
D3DXMESHOPT
Affects the vertex cache size. Using this flag specifies a default vertex cache size that works well on legacy hardware.
While attribute sorting, do not split vertices that are shared between attribute groups.
Optimize the faces only; do not optimize the vertices.
Reorders faces to maximize length of adjacent triangles.
Reorders faces to increase the cache hit rate of vertex caches.
Reorders faces to optimize for fewer attribute bundle state changes and enhanced BaseMesh.DrawSubset performance.
Reorders faces to remove unused vertices and faces.
Flags used to specify creation options for a mesh.
D3DXMESH
Equivalent to specifying both D3DXMESH_VB_SOFTWAREPROCESSING and D3DXMESH_IB_SOFTWAREPROCESSING.
Equivalent to specifying both D3DXMESH_VB_DYNAMIC and D3DXMESH_IB_DYNAMIC.
Equivalent to specifying both VertexBufferDynamic and IndexBufferDynamic.
Equivalent to specifying both VertexBufferManaged and IndexBufferManaged.
Equivalent to specifying both VertexBufferSystemMemory and IndexBufferSystemMemory.
Use hardware processing only. For mixed-mode device, this flag will cause the system
to use hardware (if supported in hardware) or will default to software processing.
Forces the cloned meshes to share vertex buffers.
Use the SoftwareProcessing usage flag for index buffers.
Use the Dynamic usage flag for index buffers.
Use the WriteOnly usage flag for index buffers.
Use the Managed usage flag for index buffers.
Use the SystemMemory usage flag for index buffers.
Use the SoftwareProcessing usage flag for vertex buffers.
Use the Dynamic usage flag for vertex buffers.
Use the WriteOnly usage flag for vertex buffers.
Use the Managed usage flag for vertex buffers.
Use the SystemMemory usage flag for vertex buffers.
Specifying this flag causes the vertex and index buffer of the mesh to be created with the NPatches
flag. This is required if the mesh object is to be rendered using N-patch enhancement using Direct3D.
Use the RTPatches usage flag for vertex and index buffers.
Use the Points usage flag for vertex and index buffers.
Use the DoNotClip usage flag for vertex and index buffers.
The mesh has 32-bit indices instead of 16-bit indices.
Defines the type of mesh data present in MeshData.
D3DXMESHDATATYPE
The data type is a patch mesh. See PatchMesh.
The data type is a progressive mesh. See ProgressiveMesh.
The data type is a mesh. See Mesh.
Describes the location for the include file.
D3DXINCLUDE_TYPE
Look in the system path for the include file.
Look in the local project for the include file.
Describes the supported image file formats.
D3DXIMAGE_FILEFORMAT
Portable float map file format.
High dynamic range (HDR) file format.
Windows device-independent bitmap (DIB) file format.
Portable pixmap (PPM) file format.
DirectDraw surface (DDS) file format.
Portable Network Graphics (PNG) file format.
Truevision (Targa, or TGA) image file format.
Joint Photographics Experts Group (JPEG) compressed file format.
Windows bitmap (BMP) file format.
Options for saving and creating effects.
D3DXFX
A stateblock saves state (except shaders and shader constants) when
calling Effect.Begin and restores state when calling Effect.End.
A stateblock saves state when calling Effect.Begin and restores state when calling Effect.End.
No state is saved when calling Effect.Begin or restored when calling Effect.End.
No flags.
Flags used to specify what filters to use when processing an image.
D3DX_FILTER
The output data is in sRGB (gamma 2.2) color space.
Input data is in sRGB (gamma 2.2) color space.
Specifying this flag is the same as specifying the SrgbIn and SrgbOut flags.
The resulting image must be dithered using a 4x4 ordered dither algorithm.
Specifying this flag is the same as specifying the MirrorU, MirrorV, and MirrorW flags.
Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped.
Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped.
Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped.
Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image.
This filter works only when the dimensions of the destination are half those of the source,
as is the case with mipmaps.
Every pixel in the source image contributes equally to the destination image. This is the slowest of the filters.
Each destination pixel is computed by sampling the four nearest pixels from the source
image. This filter works best when the scale on both axes is less than two.
Each destination pixel is computed by sampling the nearest pixel from the source image.
No scaling or filtering will take place. Pixels outside the bounds of the source image are assumed to be transparent black.
Uses the default behavior.
Describes the type of events that can be keyed by the animation controller.
D3DXEVENT_TYPE
Priority blend value.
Enable flag.
Track position.
Track weight.
Track speed.
Effect data types. The data is contained in the Value member of EffectDefault.
D3DXEFFECTDEFAULTTYPE
The data type is a DWORD.
The data type is an array of type float. The number of float types in
the array is specified by Value.Length in EffectDefault.
The data type is a NULL-terminated ASCII text string.
Defines operations to perform on vertices in preparation for mesh cleaning.
D3DXCLEANTYPE
Use this flag to prevent infinite loops during mesh simplification operations.
Use this flag to prevent infinite loops during mesh optimization operations.
Use this flag to prevent infinite loops during skinning setup mesh operations.
If a vertex is the apex of two triangle fans (a bowtie) and mesh operations will affect
one of the fans, then split the shared vertex into two new vertices. Bowties can cause problems
for operations such as mesh simplification that remove vertices, because removing one vertex
affects two distinct sets of triangles.
Merge triangles that share the same vertex indices but have face normals pointing
in opposite directions (back-facing triangles). Unless the triangles are not split by
adding a replicated vertex, mesh adjacency data from the two triangles may conflict.
The following flags are used to specify which channels in a texture to operate on.
D3DX_CHANNEL
Indicates the luminances of the red, green, and blue channels should be used.
Indicates the alpha channel should be used.
Indicates the green channel should be used.
Indicates the blue channel should be used.
Indicates the red channel should be used.
Flags used to obtain callback information.
D3DXCALLBACK_SEARCH_FLAGS
Reverse the callback search direction.
Exclude callbacks located at the initial position from the search.
Specifies which members of the structure are valid.
The rotation member is valid.
The scale member is valid.
The translation member is valid.
The transformation member is valid.
None of the members are valid.
Releases all resources used by the .
Extra tag data stored along with the object. This member is intended for use by users of SlimDX
and has no internal meaning to the library.
Gets or sets a value indicating whether or not the object is in the default allocation pool.
Gets the timestamp, in millseconds, that this object was created.
Gets a to the location
that the object was created.
Gets an IntPtr to the underlying native COM interface.
Gets a value that indicates whether the object has been disposed.
The base class for all SlimDX types which represent COM interfaces.
Clears out all watches on all result codes.
Removes a watch on the specified result code.
If no watch was set, this call is ignored.
The result code to stop watching.
Adds a watch indicating the action to be taken when a method returns the
specified result code.
The result code to watch for.
The action to take when the specified result code occurs.
Gets or sets the SlimDX wide timer object.
This Timer is automatically created and started when SlimDX is loaded.
Gets or sets whether SlimDX detects double disposal of objects. If set to true, SlimDX will throw
an when an already disposed object is disposed. If set to false, double
disposals will be silently ignored. The default value is false.
Gets or sets whether SlimDX defaults to throwing exceptions on result codes
that indicate errors. The default value is true.
Gets or sets whether SlimDX is currently tracking call stacks from object creation. If set to false,
objects will not carry a call stack from when they were created. The default value is false.
Object tracking is a useful debugging facility, but may have a significant negative
impact on performance. The default value is false.
Used to control global options that affect all of SlimDX.
Returns a value indicating whether the two results are equivalent.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Returns a value indicating whether this instance is equal to the specified result.
A to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns a value indicating whether this instance is equal to the specified object.
An object to compare with this instance.
true if has the same value as this instance; otherwise, false.
Returns the hash code for this instance.
A 32-bit signed integer hash code.
Converts the value of the result to its equivalent string representation.
The string representation of the value of this instance.
Tests for inequality between two results.
The first value to compare.
The second value to compare.
true if has a different value than ; otherwise, false.
Tests for equality between two results.
The first value to compare.
The second value to compare.
true if has the same value as ; otherwise, false.
Gets the last recorded result of a method or operation.
Gets a value indicating whether or not the result represents a failed operation.
Gets a value indicating whether or not the result represents a successful operation.
Gets the friendly description of the result.
Gets the name of the result.
Gets the actual HRESULT result code.
Represents the result of a method or operation.
Specifies possible behaviors of result watches.
Throw an exception whenever the result occurs.
Break whenever the result occurs.
Always ignore the result.
Specifies possible performance profiling options.
Do not allow performance profiling.
No performance options specified.
Generates a report of all outstanding COM objects (objects that have not been disposed)
tracked by SlimDX. The report includes the object's type and a stack trace to its creation point.
A string containing the leak report.
Removes a COM object from the table.
The object to remove.
true if the object was in the table and was removed; otherwise, false.
Adds a COM object to the table. This will set the object's ::CreationSource property if
::EnableObjectTrackingobject tracking is on.
The object to add.
Gets the synchronization object used by the ObjectTable. This object can be used to safely
access the internal object list.
This member should only be used if it is necesssary to access the property
in a thread-safe manner, and should not be used as anything other than a parameter for
functions in .
Occurs after an object has been removed from the object table.
Occurs after a new object has been added to the object table.
Gets a list of all the COM objects tracked by SlimDX.
Access through this member is NOT thread-safe. Use
to protect multithreaded access if necessary.
Maintains a list of all the COM objects managed by SlimDX.
The COM object that this notification refers to.
Gets the internal pointer to the current stream's backing store.
An IntPtr to the buffer being used as a backing store.
Gets or sets the position within the current stream.
The current position within the stream.
Stream Class
Gets the length in bytes of the stream.
A long value representing the length of the stream in bytes.
Gets a value indicating whether the current stream supports writing.
true if the stream supports writing; otherwise, false.
Gets a value indicating whether the current stream supports seeking.
Always true.
Gets a value indicating whether the current stream supports reading.
true if the stream supports reading; otherwise, false.
Not supported.
Always ignored.
Always thrown.
Not supported.
Always thrown.
Reads an array of values from the current stream, and advances the current position
within this stream by the number of bytes written.
The type of the values to be read from the stream.
An array of values that was read from the current stream.
This stream does not support reading.
is less than zero.
Reads a sequence of bytes from the current stream and advances the position
within the stream by the number of bytes read.
An array of values to be read from the stream.
The zero-based byte offset in buffer at which to begin storing
the data read from the current stream.
The maximum number of bytes to be read from the current stream.
The number of bytes read from the stream.
This stream does not support reading.
is a null reference.
or leads outside the bounds of .
Reads a single value from the current stream and advances the current
position within this stream by the number of bytes read.
The type of the value to be read from the stream.
The value that was read.
This stream does not support reading.
There is not enough space in the current
stream to read a value of this type.
Writes a range of bytes to the current stream, and advances the current position
within this stream by the number of bytes written.
A pointer to the location to start copying from.
The number of bytes to copy from source to the current stream.
This stream does not support writing.
is a zero pointer.
is less than zero.
Writes an array of values to the current stream, and advances the current position
within this stream by the number of bytes written.
An array of values to be written to the current stream.
This stream does not support writing.
is a null reference.
Writes an array of values to the current stream, and advances the current position
within this stream by the number of bytes written.
The type of the values to be written to the stream.
An array of values to be written to the stream.
The zero-based offset in data at which to begin copying values to the current stream.
The number of values to be written to the current stream. If this is zero,
all of the contents will be written.
This stream does not support writing.
is a null reference.
or leads outside the bounds of .
Writes a sequence of bytes to the current stream and advances the current
position within this stream by the number of bytes written.
An array of bytes. This method copies count bytes from buffer to the current stream.
The zero-based byte offset in buffer at which to begin copying bytes to the current stream.
The number of bytes to be written to the current stream.
This stream does not support writing.
is a null reference.
or leads outside the bounds of .
Writes a single value to the stream, and advances the current position
within this stream by the number of bytes written.
The type of the value to be written to the stream.
The value to write to the stream.
This stream does not support writing.
There is not enough space
remaining in the stream to write this type of value.
Sets the position within the current stream.
Attempted to seek outside of the bounds of the stream.
Releases unmanaged resources and performs other cleanup operations before the is reclaimed by garbage collection.
Releases all resources used by the .
Initializes a new instance of the class, using a user provided buffer as a backing store.
A pointer to the buffer to be used as a backing store.
The size of the buffer provided, in bytes.
true if reading from the buffer should be allowed; otherwise, false.
true if writing to the buffer should be allowed; otherwise, false.
is a zero pointer.
is less than 1.
Initializes a new instance of the class, and allocates a new buffer to use as a backing store.
The size of the buffer to be allocated, in bytes.
true if reading from the buffer should be allowed; otherwise, false.
true if writing to the buffer should be allowed; otherwise, false.
is less than 1.
Provides a stream interface to a buffer located in unmanaged memory.