<summary>Retrieves the number of <see cref="T:Microsoft.DirectX.Direct3D.AdapterInformation" /> objects in <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DBaseTexture9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DBaseTexture9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> class. Not supported.</returns>
<summary>Sets the most detailed level of detail (LOD) for a managed texture.</summary>
<param name="lodNew">Most detailed LOD value to set for the chain.</param>
<returns>An <see cref="T:System.Int32" /> value, clamped to the maximum LOD value (one less than the total number of levels). Subsequent calls to this method return the maximum value, not the previously set LOD value.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DBaseTexture9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object.</param>
<summary>Retrieves the coefficients of a user-defined clipping plane for the device.</summary>
<returns>Returns a four-element array of values that represent the coefficients of the clipping plane, in the form of the general plane equation. See Remarks.</returns>
<summary>Sets the coefficients of a user-defined clipping plane for the device.</summary>
<param name="value">A four-element array of values that represent the clipping plane coefficients to set, in the form of the general plane equation. See Remarks.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ConflictingRenderStateException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ConflictingTextureFilterException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ConflictingTexturePaletteException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.CubeTexture.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Adds a dirty region to a cube texture resource.</summary>
<param name="faceType">A <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> value that identifies the face where the dirty region will be added. Omitting the <see cref="M:Microsoft.DirectX.Direct3D.CubeTexture.AddDirtyRectangle" /> parameter indicates that the dirty region should expand to cover the full face.</param>
<summary>Adds a dirty region to a cube texture resource.</summary>
<param name="faceType">A <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> value that identifies the face where the dirty region will be added. Omitting the <see cref="M:Microsoft.DirectX.Direct3D.CubeTexture.AddDirtyRectangle" /> parameter indicates that the dirty region should expand to cover the full face.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> that specifies the dirty region.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DCubeTexture9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<param name="pool">A <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> value that describes the memory class into which the cube texture should be placed.</param>
<param name="edgeLength">Size of the edges of all top-level faces of the cube texture. The pixel dimensions of subsequent levels of each face are the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by 2 results in 0, 1 is taken instead.</param>
<param name="levels">Number of levels in each face of the cube texture. If this value is 0, Microsoft® Direct3D® generates all cube texture sublevels down to 1x1 pixels for each face, for hardware that supports cube textures. To see the number of levels generated, check the <see cref="P:Microsoft.DirectX.Direct3D.BaseTexture.LevelCount" /> property.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> values. It is good practice to match the usage parameter in the <see cref="M:Microsoft.DirectX.Direct3D.CubeTexture.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the format of all levels in all faces of the cube texture.</param>
<param name="pool">A <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> value that describes the memory class into which the cube texture should be placed.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves a description of one face of a specified cube texture level.</summary>
<param name="level">Level of a mipmapped cube texture.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.SurfaceDescription" /> structure that describes one face of the specified cube texture level.</returns>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DCubeTexture9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> class. Not supported.</returns>
<summary>Locks a rectangle on a cube texture resource.</summary>
<param name="faceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> enumerated type that identifies a cube map face.</param>
<param name="level">Level of a cube texture.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> to lock. To expand the dirty region to cover the entire cube texture, omit this parameter.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> enumerated values that describe the type of lock to perform.</param>
<param name="pitch">Pitch of the returning data.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the locked rectangle.</returns>
<summary>Locks a rectangle on a cube texture resource.</summary>
<param name="faceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> enumerated type that identifies a cube map face.</param>
<param name="level">Level of a cube texture.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> enumerated values that describe the type of lock to perform.</param>
<param name="pitch">Pitch of the returning data.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the locked rectangle.</returns>
<summary>Locks a rectangle on a cube texture resource.</summary>
<param name="faceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> enumerated type that identifies a cube map face.</param>
<param name="level">Level of a cube texture.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> to lock. To expand the dirty region to cover the entire cube texture, omit this parameter.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> enumerated values that describe the type of lock to perform.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the locked rectangle.</returns>
<summary>Locks a rectangle on a cube texture resource.</summary>
<param name="faceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> enumerated type that identifies a cube map face.</param>
<param name="level">Level of a cube texture.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> enumerated values that describe the type of lock to perform.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the locked rectangle.</returns>
<summary>Locks a rectangle on a cube texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of array data to return. This can be a value type or any type that contains only value types.</param>
<param name="faceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> enumerated type that identifies a cube map face.</param>
<param name="level">Level of a cube texture.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> to lock. To expand the dirty region to cover the entire cube texture, omit this parameter.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> enumerated values that describe the type of lock to perform.</param>
<param name="pitch">Pitch of the returning data.</param>
<param name="ranks">Array of 1 to 3 <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked rectangle.</returns>
<summary>Locks a rectangle on a cube texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of array data to return. This can be a value type or any type that contains only value types.</param>
<param name="faceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> enumerated type that identifies a cube map face.</param>
<param name="level">Level of a cube texture.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> enumerated values that describe the type of lock to perform.</param>
<param name="pitch">Pitch of the returning data.</param>
<param name="ranks">Array of 1 to 3 <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked rectangle.</returns>
<summary>Locks a rectangle on a cube texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of array data to return. This can be a value type or any type that contains only value types.</param>
<param name="faceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> enumerated type that identifies a cube map face.</param>
<param name="level">Level of a cube texture.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> to lock. To expand the dirty region to cover the entire cube texture, omit this parameter.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> enumerated values that describe the type of lock to perform.</param>
<param name="ranks">Array of 1 to 3 <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked rectangle.</returns>
<summary>Locks a rectangle on a cube texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of array data to return. This can be a value type or any type that contains only value types.</param>
<param name="faceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> enumerated type that identifies a cube map face.</param>
<param name="level">Level of a cube texture.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> enumerated values that describe the type of lock to perform.</param>
<param name="ranks">Array of 1 to 3 <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked rectangle.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DCubeTexture9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object.</param>
<summary>Defines various custom fixed-format vertex types. This class is a container of structures. See the individual structures for more information.</summary>
<summary>Occurs after a device is reset, allowing an application to re-create all <see cref="F:Microsoft.DirectX.Direct3D.Pool.Pool.Default" /> resources.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Device.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Reports the current cooperative-level status of the Microsoft® Direct3D® device for a windowed or full-screen application.</summary>
<returns>Current cooperative-level status of the device for a windowed or full-screen application. A return value of true indicates that the device is operational and that the calling application can continue; a value of false indicates that the device is lost or needs to be reset.</returns>
<summary>Reports the current cooperative-level status of the Microsoft® Direct3D® device for a windowed or full-screen application.</summary>
<param name="result">[in, out] Current cooperative-level status of the device for a windowed or full-screen application, reported using a <see cref="T:Microsoft.DirectX.Direct3D.ResultCode" /> value. A <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.Success" /> result indicates that the device is operational and that the calling application can continue. A <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.DeviceLost" /> result indicates that the device is lost but cannot be reset at this time; therefore, rendering is not possible. A <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.DeviceNotReset" /> result indicates that the device is lost but can be reset at this time.</param>
<returns>Current cooperative-level status of the device for a windowed or full-screen application. A return value of true indicates that the device is operational and that the calling application can continue; a value of false indicates that the device is lost or needs to be reset.</returns>
<summary>Clears the viewport or a set of rectangles in the viewport to a specified RGBA color, clears the depth buffer, and erases the stencil buffer.</summary>
<param name="flags">Flags that indicate which surfaces to clear. This parameter can be any combination of the following flags, but at least one flag must be used. <see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.Stencil" />: Clears the stencil buffer to the value in the <see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> parameter.<see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.Target" />: Clears the render target to the color in the <see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> parameter.<see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.ZBuffer" />: Clears the depth buffer to the value in the Z parameter.</param>
<param name="color">A <see cref="T:System.Drawing.Color" /> object that represents the color to which the render target surface is cleared.</param>
<param name="zdepth">New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance.</param>
<param name="stencil">Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n-1, where n is the bit depth of the stencil buffer.</param>
<summary>Clears the viewport or a set of rectangles in the viewport to a specified RGBA color, clears the depth buffer, and erases the stencil buffer.</summary>
<param name="flags">Flags that indicate which surfaces to clear. This parameter can be any combination of the following flags, but at least one flag must be used. <see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.Stencil" />: Clears the stencil buffer to the value in the <see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> parameter.<see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.Target" />: Clears the render target to the color in the <see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> parameter.<see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.ZBuffer" />: Clears the depth buffer to the value in the Z parameter.</param>
<param name="color">A <see cref="T:System.Drawing.Color" /> object that represents the color to which the render target surface is cleared.</param>
<param name="zdepth">New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance.</param>
<param name="stencil">Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n-1, where n is the bit depth of the stencil buffer.</param>
<param name="rect">Array of <see cref="T:System.Drawing.Rectangle" /> structures that describe the rectangles to clear. To clear the entire surface, set a rectangle to the dimensions of the rendering target. Each rectangle uses screen coordinates that correspond to points on the render target surface. Coordinates are clipped to the bounds of the viewport rectangle.</param>
<summary>Clears the viewport or a set of rectangles in the viewport to a specified RGBA color, clears the depth buffer, and erases the stencil buffer.</summary>
<param name="flags">Flags that indicate which surfaces to clear. This parameter can be any combination of the following flags, but at least one flag must be used. <see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.Stencil" />: Clears the stencil buffer to the value in the <see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> parameter.<see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.Target" />: Clears the render target to the color in the <see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> parameter.<see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.ZBuffer" />: Clears the depth buffer to the value in the Z parameter.</param>
<param name="color">A 32-bit ARGB color value to which the render target surface is cleared.</param>
<param name="zdepth">New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance.</param>
<param name="stencil">Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n-1, where n is the bit depth of the stencil buffer.</param>
<summary>Clears the viewport or a set of rectangles in the viewport to a specified RGBA color, clears the depth buffer, and erases the stencil buffer.</summary>
<param name="flags">Flags that indicate which surfaces to clear. This parameter can be any combination of the following flags, but at least one flag must be used. <see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.Stencil" />: Clears the stencil buffer to the value in the <see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> parameter.<see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.Target" />: Clears the render target to the color in the <see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> parameter.<see cref="F:Microsoft.DirectX.Direct3D.ClearFlags.ZBuffer" />: Clears the depth buffer to the value in the Z parameter.</param>
<param name="color">A 32-bit ARGB color value to which the render target surface is cleared.</param>
<param name="zdepth">New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance.</param>
<param name="stencil">Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n-1, where n is the bit depth of the stencil buffer.</param>
<param name="regions">Array of <see cref="T:System.Drawing.Rectangle" /> structures that describe the rectangles to clear. To clear the entire surface, set a rectangle to the dimensions of the rendering target. Each rectangle uses screen coordinates that correspond to points on the render target surface. Coordinates are clipped to the bounds of the viewport rectangle.</param>
<summary>Allows an application to fill a rectangular area of a <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" /> surface with a specified color.</summary>
<param name="surface">Surface to be filled.</param>
<param name="rect">Source rectangle. To fill the entire surface, specify null.</param>
<param name="color">Color used for filling.</param>
<summary>Allows an application to fill a rectangular area of a <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" /> surface with a specified color.</summary>
<param name="surface">Surface to be filled.</param>
<param name="rect">Source rectangle. To fill the entire surface, specify null.</param>
<param name="color">Color used for filling.</param>
<summary>Creates a depth stencil resource.</summary>
<param name="width">Width of the depth stencil surface in pixels.</param>
<param name="height">Height of the depth stencil surface in pixels.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DepthFormat" /> enumerated type that describes the format of the depth stencil surface. This value must be one of the enumerated depth stencil formats for the current device.</param>
<param name="multiSample">Member of the <see cref="T:Microsoft.DirectX.Direct3D.MultiSampleType" /> enumerated type that describes the multisampling buffer type. This value must be one of the supported multisample types. When this surface is passed to the <see cref="P:Microsoft.DirectX.Direct3D.Device.DepthStencilSurface" /> property, its multisample type must be the same as that of the render target set by <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" />.</param>
<param name="multiSampleQuality">Quality level. The valid range is between 0 and one less than the level returned by the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> method. Passing a larger value results in a <see cref="T:Microsoft.DirectX.Direct3D.GraphicsException" /> with an <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.InvalidCall" /> value. The <see cref="M:Microsoft.DirectX.Direct3D.Device.CreateDepthStencilSurface(System.Int32,System.Int32,Microsoft.DirectX.Direct3D.DepthFormat,Microsoft.DirectX.Direct3D.MultiSampleType,System.Int32,System.Boolean)" /> values of paired render targets, depth stencil surfaces, and the <see cref="M:Microsoft.DirectX.Direct3D.Device.CreateDepthStencilSurface(System.Int32,System.Int32,Microsoft.DirectX.Direct3D.DepthFormat,Microsoft.DirectX.Direct3D.MultiSampleType,System.Int32,System.Boolean)" /> type must all match.</param>
<param name="discard">Set to true to enable z-buffer discarding; otherwise false. If this flag is set, the contents of the depth stencil buffer are invalid after <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> is called or when <see cref="P:Microsoft.DirectX.Direct3D.Device.DepthStencilSurface" /> is set with a different depth surface. This flag's behavior is the same as passing the enumerated value <see cref="F:Microsoft.DirectX.Direct3D.PresentFlag.DiscardDepthStencil" /> to the <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> method.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> that represents the created depth stencil surface resource.</returns>
<summary>Creates a render target surface.</summary>
<param name="width">Width of the render-target surface in pixels.</param>
<param name="height">Height of the render-target surface in pixels.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the format of the render target.</param>
<param name="multiSample">Member of the <see cref="T:Microsoft.DirectX.Direct3D.MultiSampleType" /> enumerated type that describes the multisampling buffer type. This parameter specifies the antialiasing type for the render target. When this surface is passed to <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" />, its multisample type must be the same as that of the depth stencil property <see cref="P:Microsoft.DirectX.Direct3D.Device.DepthStencilSurface" />.</param>
<param name="multiSampleQuality">Quality level. The valid range is between 0 and one less than the level returned by the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" />. Passing a larger value causes an <see cref="T:Microsoft.DirectX.Direct3D.InvalidCallException" />. The <see cref="M:Microsoft.DirectX.Direct3D.Device.CreateRenderTarget(System.Int32,System.Int32,Microsoft.DirectX.Direct3D.Format,Microsoft.DirectX.Direct3D.MultiSampleType,System.Int32,System.Boolean)" /> values of paired render targets, depth stencil surfaces, and the multisample type must all match.</param>
<param name="lockable">Set to true if render targets are lockable; otherwise, false. Note that lockable render targets reduce performance on some graphics hardware.</param>
<summary>Initializes a new instance of the current class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DDevice9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Initializes a new instance of the current class.</summary>
<param name="adapter">Ordinal number that identifies which physical device the object represents. Device 0 is the default device. The highest value that can be used in this parameter is one less than the total number of physical devices.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumerated type that denotes the desired device type. If the desired device type is not available, the method fails.</param>
<param name="renderWindowHandle">Handle to a <see cref="T:System.Windows.Forms.Form" />, <see cref="T:System.Web.UI.WebControls.Panel" />, or any other <see cref="T:System.Windows.Forms.Control" /> derived class. This parameter indicates the surface to bind to the device. For full-screen mode, the window specified must be a top-level window.For windowed mode, this parameter can be null. If null is specified, a non-null handle must be specified when calling <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" />. This can be done either by setting the <see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindow" /> property or by using the optional <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> method.</param>
<param name="behaviorFlags">Combination of one or more options that control device creation.</param>
<param name="presentationParameters">[in, out] Pointer to a <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" /> object that describes the presentation parameters for the device to create. For Microsoft® Windows® 2000 and Microsoft® Windows® XP, the full-screen device display refresh rate is set in the following order. User-specified nonzero ForcedRefreshRate registry key, if supported by the device.Application-specified nonzero refresh rate value in the presentation parameter.Refresh rate of the latest desktop mode, if supported by the device.75 hertz if supported by the device.60 hertz if supported by the device.Device default. By default, if a refresh rate is unsupported, the closest supported refresh rate below it is used. For example, if the application specifies 63 hertz, 60 hertz is used. No refresh rates below 57 hertz are supported. Calling this method changes the value of several members of <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />. <see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.BackBufferCount" />, <see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.BackBufferWidth" />, and <see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.BackBufferHeight" /> = 0 for windowed or full-screen mode.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.BackBufferFormat" /> = <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" /> for windowed mode only. Full-screen mode must specify a format. If <see cref="F:Microsoft.DirectX.Direct3D.CreateFlags.AdapterGroupDevice" /> is set, <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> is an array. Regardless of the number of heads that exist, only one depth stencil surface is automatically created.</param>
<summary>Initializes a new instance of the current class.</summary>
<param name="adapter">Ordinal number that identifies which physical device the object represents. Device 0 is the default device. The highest value that can be used in this parameter is one less than the total number of physical devices.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumerated type that denotes the desired device type. If the desired device type is not available, the method fails.</param>
<param name="renderWindow">Pointer to an unmanaged (or non-Windows form) window handle.</param>
<param name="behaviorFlags">Combination of one or more options that control device creation.</param>
<param name="presentationParameters">[in, out] Pointer to a <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" /> object that describes the presentation parameters for the device to create. For Microsoft® Windows® 2000 and Microsoft® Windows® XP, the full-screen device display refresh rate is set in the following order. User-specified nonzero ForcedRefreshRate registry key, if supported by the device.Application-specified nonzero refresh rate value in the presentation parameter.Refresh rate of the latest desktop mode, if supported by the device.75 hertz if supported by the device.60 hertz if supported by the device.Device default. By default, if a refresh rate is unsupported, the closest supported refresh rate below it is used. For example, if the application specifies 63 hertz, 60 hertz is used. No refresh rates below 57 hertz are supported. Calling this method changes the value of several members of <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />. <see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.BackBufferCount" />, <see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.BackBufferWidth" />, and <see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.BackBufferHeight" /> = 0 for windowed or full-screen mode.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.BackBufferFormat" /> = <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" /> for windowed mode only. Full-screen mode must specify a format. If <see cref="F:Microsoft.DirectX.Direct3D.CreateFlags.AdapterGroupDevice" /> is set, <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> is an array. Regardless of the number of heads that exist, only one depth stencil surface is automatically created.</param>
<summary>Renders the specified geometric primitive, based on indexing into an array of vertices.</summary>
<param name="primitiveType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.PrimitiveType" /> enumerated type that describes the type of primitive to render. The <see cref="F:Microsoft.DirectX.Direct3D.PrimitiveType.PointList" /> constant is not supported with this method. See Remarks.</param>
<param name="baseVertex">Offset from the start of the index buffer to the first vertex index.</param>
<param name="minVertexIndex">Minimum vertex index for vertices used during the call.</param>
<param name="numVertices">Number of vertices used during the call, starting from <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawIndexedPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)" /> + <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawIndexedPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)" />.</param>
<param name="startIndex">Location in the index array at which to start reading vertices.</param>
<param name="primCount">Number of primitives to render. The number of vertices used is a function of the <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawIndexedPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)" /> and <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawIndexedPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)" />. To determine the maximum number of primitives allowed, check the <see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxPrimitiveCount" /> member of the <see cref="T:Microsoft.DirectX.Direct3D.Caps" /> structure.</param>
<summary>Renders the specified geometric primitive with data specified by a user memory pointer.</summary>
<param name="primitiveType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.PrimitiveType" /> enumerated type that describes the type of primitive to render.</param>
<param name="minVertexIndex">Minimum vertex index, relative to 0 (the start of <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawIndexedUserPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Object,System.Boolean,System.Object)" />), for vertices used during the call.</param>
<param name="numVertexIndices">Number of vertices used during the call, starting from <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawIndexedUserPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Object,System.Boolean,System.Object)" />.</param>
<param name="primitiveCount">Number of primitives to render. The number of indices used is a function of the primitive count and primitive type. To determine the maximum number of primitives allowed, check the <see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxPrimitiveCount" /> member of the <see cref="T:Microsoft.DirectX.Direct3D.Caps" /> structure.</param>
<param name="indexData">User memory pointer to the index data.</param>
<param name="sixteenBitIndices">Set to true to indicate 16-bit indices. Set to false if to indicate 32-bit indices.</param>
<param name="vertexStreamZeroData">User memory pointer to the vertex data to use for vertex stream 0.</param>
<summary>Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams.</summary>
<param name="primitiveType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.PrimitiveType" /> enumerated type that describes the type of primitive to render.</param>
<param name="startVertex">Index of the first vertex to load. Beginning at <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32)" />, the correct number of vertices is read out of the vertex buffer.</param>
<param name="primitiveCount">Number of primitives to render. To determine the maximum number of primitives allowed, check <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxPrimitiveCount" />. The <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32)" /> is the number of primitives as determined by the primitive type. If it is a line list, each primitive has two vertices. If it is a triangle list, each primitive has three vertices.</param>
<summary>Draws a rectangular patch using the currently set streams.</summary>
<param name="handle">Handle to the rectangular patch to draw.</param>
<param name="numSegs">A <see cref="T:Microsoft.DirectX.Plane" /> structure. The <see cref="F:Microsoft.DirectX.Plane.A" />, <see cref="F:Microsoft.DirectX.Plane.B" />, <see cref="F:Microsoft.DirectX.Plane.C" /> and <see cref="F:Microsoft.DirectX.Plane.D" /> fields identify the number of segments each edge of the rectangle patch should be divided into when tessellated.</param>
<summary>Draws a rectangular patch using the currently set streams.</summary>
<param name="handle">Handle to the rectangular patch to draw.</param>
<param name="numSegs">Array of four floating-point values that identify the number of segments into which each edge of the rectangle patch should be divided when tessellated. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.RectanglePatchInformation" />.</param>
<summary>Draws a rectangular patch using the currently set streams.</summary>
<param name="handle">Handle to the rectangular patch to draw.</param>
<param name="numSegs">A <see cref="T:Microsoft.DirectX.Plane" /> structure. The <see cref="F:Microsoft.DirectX.Plane.A" />, <see cref="F:Microsoft.DirectX.Plane.B" />, <see cref="F:Microsoft.DirectX.Plane.C" /> and <see cref="F:Microsoft.DirectX.Plane.D" /> fields identify the number of segments each edge of the rectangle patch should be divided into when tessellated.</param>
<param name="rectPatchInformation">A pointer to a <see cref="T:Microsoft.DirectX.Direct3D.RectanglePatchInformation" /> structure that describes the rectangular patch to draw. Use this if your code block is marked unsafe.</param>
<summary>Draws a rectangular patch using the currently set streams.</summary>
<param name="handle">Handle to the rectangular patch to draw.</param>
<param name="numSegs">Array of four floating-point values that identify the number of segments into which each edge of the rectangle patch should be divided when tessellated. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.RectanglePatchInformation" />.</param>
<param name="rectPatchInformation">A pointer to a <see cref="T:Microsoft.DirectX.Direct3D.RectanglePatchInformation" /> structure that describes the rectangular patch to draw. Use this if your code block is marked unsafe.</param>
<summary>Draws a rectangular patch using the currently set streams.</summary>
<param name="handle">Handle to the rectangular patch to draw.</param>
<param name="numSegs">A <see cref="T:Microsoft.DirectX.Plane" /> structure. The <see cref="F:Microsoft.DirectX.Plane.A" />, <see cref="F:Microsoft.DirectX.Plane.B" />, <see cref="F:Microsoft.DirectX.Plane.C" /> and <see cref="F:Microsoft.DirectX.Plane.D" /> fields identify the number of segments each edge of the rectangle patch should be divided into when tessellated.</param>
<summary>Draws a rectangular patch using the currently set streams.</summary>
<param name="handle">Handle to the rectangular patch to draw.</param>
<param name="numSegs">Array of four floating-point values that identify the number of segments into which each edge of the rectangle patch should be divided when tessellated. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.RectanglePatchInformation" />.</param>
<summary>Draws a triangular patch using the currently set streams.</summary>
<param name="handle">Handle to the triangular patch to draw.</param>
<param name="numSegs">A <see cref="T:Microsoft.DirectX.Plane" /> structure. The <see cref="F:Microsoft.DirectX.Plane.A" />, <see cref="F:Microsoft.DirectX.Plane.B" />, <see cref="F:Microsoft.DirectX.Plane.C" />, and <see cref="F:Microsoft.DirectX.Plane.D" /> fields identify the number of segments into which each edge of the triangle patch should be divided when tessellated.</param>
<param name="triPatchInformation">A <see cref="T:Microsoft.DirectX.Direct3D.TrianglePatchInformation" /> structure that describes the triangular high-order patch to draw.</param>
<summary>Draws a triangular patch using the currently set streams.</summary>
<param name="handle">Handle to the triangular patch to draw.</param>
<param name="numSegs">Pointer to an array of three floating-point values that identify the number of segments each edge of the triangle patch should be divided into when tessellated. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.TrianglePatchInformation" />.</param>
<param name="triPatchInformation">A <see cref="T:Microsoft.DirectX.Direct3D.TrianglePatchInformation" /> structure that describes the triangular high-order patch to draw.</param>
<summary>Draws a triangular patch using the currently set streams.</summary>
<param name="handle">Handle to the triangular patch to draw.</param>
<param name="numSegs">A <see cref="T:Microsoft.DirectX.Plane" /> structure. The <see cref="F:Microsoft.DirectX.Plane.A" />, <see cref="F:Microsoft.DirectX.Plane.B" />, <see cref="F:Microsoft.DirectX.Plane.C" />, and <see cref="F:Microsoft.DirectX.Plane.D" /> fields identify the number of segments into which each edge of the triangle patch should be divided when tessellated.</param>
<param name="triPatchInformation">A pointer to a <see cref="T:Microsoft.DirectX.Direct3D.TrianglePatchInformation" /> structure that describes the triangular high-order patch to draw. Use this if your code block is marked unsafe.</param>
<summary>Draws a triangular patch using the currently set streams.</summary>
<param name="handle">Handle to the triangular patch to draw.</param>
<param name="numSegs">Pointer to an array of three floating-point values that identify the number of segments each edge of the triangle patch should be divided into when tessellated. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.TrianglePatchInformation" />.</param>
<param name="triPatchInformation">A pointer to a <see cref="T:Microsoft.DirectX.Direct3D.TrianglePatchInformation" /> structure that describes the triangular high-order patch to draw. Use this if your code block is marked unsafe.</param>
<summary>Draws a triangular patch using the currently set streams.</summary>
<param name="handle">Handle to the triangular patch to draw.</param>
<param name="numSegs">A <see cref="T:Microsoft.DirectX.Plane" /> structure. The <see cref="F:Microsoft.DirectX.Plane.A" />, <see cref="F:Microsoft.DirectX.Plane.B" />, <see cref="F:Microsoft.DirectX.Plane.C" />, and <see cref="F:Microsoft.DirectX.Plane.D" /> fields identify the number of segments into which each edge of the triangle patch should be divided when tessellated.</param>
<summary>Draws a triangular patch using the currently set streams.</summary>
<param name="handle">Handle to the triangular patch to draw.</param>
<param name="numSegs">Pointer to an array of three floating-point values that identify the number of segments each edge of the triangle patch should be divided into when tessellated. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.TrianglePatchInformation" />.</param>
<summary>Renders data specified by a user memory pointer as a sequence of geometric primitives of the specified type.</summary>
<param name="primitiveType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.PrimitiveType" /> enumerated type that describes the type of primitive to render.</param>
<param name="primitiveCount">Number of primitives to render. To determine the maximum number of primitives allowed, check the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxPrimitiveCount" /> member.</param>
<param name="vertexStreamZeroData">User memory vertex data to use for vertex stream 0.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves a back buffer from a device's swap chain.</summary>
<param name="swapChain">Unsigned integer that specifies the swap chain.</param>
<param name="backBuffer">Index of the back buffer object to return.</param>
<param name="backBufferType">Stereo view is not supported in Microsoft® DirectX® 9.0, so the only valid value for this parameter is <see cref="F:Microsoft.DirectX.Direct3D.BackBufferType.Mono" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> that represents the returned back buffer surface.</returns>
<summary>Retrieves the cube texture assigned to a stage for a device.</summary>
<param name="stage">Stage identifier of the <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> to retrieve. Stage identifiers are zero-based.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the returned <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" />.</returns>
<summary>Generates a copy of a device's front buffer and places it in a system memory buffer provided by the application.</summary>
<param name="swapChain">Unsigned integer that specifies the swap chain.</param>
<param name="buffer">[in, out] A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> class that receives a copy of the front buffer's contents. The data is returned in successive rows with no intervening space, proceeding from the highest vertical row on the device's output to the lowest. For windowed mode, the size of the destination surface should be the desktop size. For full-screen mode, the size of the destination surface should be the screen size.</param>
<summary>Retrieves the gamma correction ramp for the swap chain.</summary>
<param name="swapChain">Unsigned integer that specifies the swap chain.</param>
<returns>[in, out] Application-supplied <see cref="T:Microsoft.DirectX.Direct3D.GammaRamp" /> structure to fill with the gamma correction ramp.</returns>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DDevice9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Device" /> class. Not supported.</returns>
<summary>Returns information that describes the raster of the monitor on which the swap chain is presented.</summary>
<param name="swapChain">Unsigned integer that specifies the swap chain.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.RasterStatus" /> structure that contains information about the position or other status of the raster on the monitor driven by this adapter.</returns>
<summary>Retrieves the Boolean value of a given render state.</summary>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> enumeration that represents the render state value to retreive.</param>
<returns>The render state value retrieved.</returns>
<summary>Retrieves the integer value of a given render state.</summary>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> enumeration that represents the render state value to retreive.</param>
<returns>The render state value retrieved.</returns>
<summary>Retrieves the floating-point value of a given render state.</summary>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> enumeration that represents the render state value to retreive.</param>
<returns>The render state value retrieved.</returns>
<summary>Retrieves the Boolean value of a given sampler stage state.</summary>
<param name="stage">Index value of the sampler stage to retrieve.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.SamplerStageStates" /> enumeration that represents the sampler stage state value to retreive.</param>
<returns>The sampler stage state value retrieved.</returns>
<summary>Retrieves the integer value of a given sampler stage state.</summary>
<param name="stage">Index value of the sampler stage to retrieve.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.SamplerStageStates" /> enumeration that represents the sampler stage state value to retreive.</param>
<returns>The sampler stage state value retrieved.</returns>
<summary>Retrieves the floating-point value of a given sampler stage state.</summary>
<param name="stage">Index value of the sampler stage to retrieve.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.SamplerStageStates" /> enumeration that represents the sampler stage state value to retreive.</param>
<returns>The sampler stage state value retrieved.</returns>
<summary>Retrieves a vertex buffer bound to the specified data stream.</summary>
<param name="streamNumber">Number of the data stream, in the range of 0 to the maximum number of streams -1.</param>
<param name="offsetInBytes">Offset from the beginning of the stream to the beginning of the vertex data, in bytes. See Remarks.</param>
<param name="stride">Pointer to a returned stride of the component, in bytes. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class that represents the returned vertex buffer bound to the specified data stream.</returns>
<summary>Retrieves a reference to a swap chain.</summary>
<param name="swapChain">Swap chain ordinal value. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.NumberOfAdaptersInGroup" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> class that receives a copy of the swap chain.</returns>
<summary>Retrieves the Boolean value of a given texture stage state.</summary>
<param name="stage">Index value of the texture stage to retrieve.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.TextureStageStates" /> enumeration that represents the texture stage state value to retreive.</param>
<returns>The texture stage state value retrieved.</returns>
<summary>Retrieves the integer value of a given texture stage state.</summary>
<param name="stage">Index value of the texture stage to retrieve.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.TextureStageStates" /> enumeration that represents the texture stage state value to retreive.</param>
<returns>The texture stage state value retrieved.</returns>
<summary>Retrieves the floating-point value of a given texture stage state.</summary>
<param name="stage">Index value of the texture stage to retrieve.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.TextureStageStates" /> enumeration that represents the texture stage state value to retreive.</param>
<returns>The texture stage state value retrieved.</returns>
<summary>Retrieves a matrix that describes a transformation state.</summary>
<param name="state">Transform that is being retrieved. This parameter can be any member of the <see cref="T:Microsoft.DirectX.Direct3D.TransformType" /> enumerated type.</param>
<returns>A <see cref="T:Microsoft.DirectX.Matrix" /> structure that describes the returned transformation state.</returns>
<summary>Retrieves the volume texture assigned to a stage for a device.</summary>
<param name="stage">Stage identifier of the <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> to retrieve. Stage identifiers are zero-based.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the returned <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" />.</returns>
<summary>Multiplies a device's world, view, or projection matrices by a specified matrix.</summary>
<param name="state">Member of the <see cref="T:Microsoft.DirectX.Direct3D.TransformType" /> enumerated type that identifies which device matrix to modify. The most common setting, <see cref="F:Microsoft.DirectX.Direct3D.TransformType.World" />, modifies the world matrix, but the view or projection matrices also can be modified.</param>
<param name="matrix">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that modifies the current transformation.</param>
<summary>Presents the display with the contents of the next buffer in the sequence of back buffers owned by the device.</summary>
<param name="rectPresent">The <see cref="T:System.Drawing.Rectangle" /> to present.</param>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for this presentation. If this parameter is not used, <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindow" /> is taken.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> parameter; otherwise, false.</param>
<summary>Presents the display with the contents of the next buffer in the sequence of back buffers owned by the device.</summary>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for this presentation. If this parameter is not used, <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindow" /> is taken.</param>
<summary>Presents the display with the contents of the next buffer in the sequence of back buffers owned by the device.</summary>
<param name="sourceRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the source rectangle. If the rectangle exceeds the source surface, it is clipped to the source surface. This parameter can be used only if the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the destination rectangle. This parameter can be used only if the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />.</param>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for this presentation. If this parameter is not used, <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindow" /> is taken.</param>
<summary>Presents the display with the contents of the next buffer in the sequence of back buffers owned by the device.</summary>
<param name="rectPresent">The <see cref="T:System.Drawing.Rectangle" /> to present.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> parameter; otherwise, false.</param>
<summary>Presents the display with the contents of the next buffer in the sequence of back buffers owned by the device.</summary>
<param name="rectPresent">The <see cref="T:System.Drawing.Rectangle" /> to present.</param>
<param name="overrideWindow">Pointer to a destination window whose client area is taken as the target for this presentation. If this parameter is omitted, <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindow" /> is taken.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> parameter; otherwise, false.</param>
<summary>Presents the display with the contents of the next buffer in the sequence of back buffers owned by the device.</summary>
<param name="overrideWindow">Pointer to a destination window whose client area is taken as the target for this presentation. If this parameter is omitted, <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindow" /> is taken.</param>
<summary>Presents the display with the contents of the next buffer in the sequence of back buffers owned by the device.</summary>
<param name="sourceRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the source rectangle. If the rectangle exceeds the source surface, it is clipped to the source surface. This parameter can be used only if the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the destination rectangle. This parameter can be used only if the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />.</param>
<param name="overrideWindow">Pointer to a destination window whose client area is taken as the target for this presentation. If this parameter is omitted, <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindow" /> is taken.</param>
<summary>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.</summary>
<param name="srcStartIndex">Index of first vertex to load.</param>
<param name="destIndex">Index of first vertex in the destination vertex buffer into which the results are placed.</param>
<param name="vertexCount">Number of vertices to process.</param>
<param name="destBuffer">A <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class; the destination vertex buffer that represents the stream of interleaved vertex data.</param>
<param name="vertexDeclaration">A <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> class that represents the output vertex data declaration. When vertex shader 3.0 or later is set as the current vertex shader, the output vertex declaration must be present.</param>
<summary>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.</summary>
<param name="srcStartIndex">Index of first vertex to load.</param>
<param name="destIndex">Index of first vertex in the destination vertex buffer into which the results are placed.</param>
<param name="vertexCount">Number of vertices to process.</param>
<param name="destBuffer">A <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class; the destination vertex buffer that represents the stream of interleaved vertex data.</param>
<param name="vertexDeclaration">A <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> class that represents the output vertex data declaration. When vertex shader 3.0 or later is set as the current vertex shader, the output vertex declaration must be present.</param>
<param name="copyData">Set to true for default processing. Set to false to prevent the system from copying vertex data not affected by the vertex operation into the destination buffer.</param>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="E:Microsoft.DirectX.Direct3D.Device.DeviceLost" /> event when called from within a derived class.</summary>
<param name="i1">Invoking object reference; should be this object.</param>
<param name="i2">Arguments to pass into the event handler.</param>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="E:Microsoft.DirectX.Direct3D.Device.DeviceReset" /> event when called from within a derived class.</summary>
<param name="i1">Invoking object reference; should be this object.</param>
<param name="i2">Arguments to pass into the event handler.</param>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="E:Microsoft.DirectX.Direct3D.Device.DeviceResizing" /> event when called from within a derived class.</summary>
<param name="i1">Invoking object reference; should be this object.</param>
<summary>Resets the presentation parameters for the current device.</summary>
<param name="presentationParameters">[in, out] A <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" /> structure that describes the new presentation parameters. This value cannot be null.</param>
<summary>Sets the cursor position and update options.</summary>
<param name="positionX">New X-position of the cursor in virtual desktop coordinates. See Remarks.</param>
<param name="positionY">New Y-position of the cursor in virtual desktop coordinates. See Remarks.</param>
<param name="updateImmediate">Set to true if the system guarantees that the cursor is updated at a minimum of half of the display refresh rate, but never more frequently than the display refresh rate. Set to false if the method delays cursor updates until the next <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> call. Setting this parameter to false usually results in better performance. However, applications should use true if the rate of calls to <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> is low enough that users would notice a significant delay in cursor motion. This flag has no effect in an application in windowed mode. Some video cards implement hardware color cursors; this flag does not affect these cards.</param>
<summary>Sets properties for the cursor.</summary>
<param name="hotSpotX">X-coordinate offset (in pixels) that marks the center of the cursor. The offset is relative to the upper-left corner of the cursor. When the cursor is given a new position, the image is drawn at an offset from the new position. The offset is determined by subtracting the hot spot coordinates from the position.</param>
<param name="hotSpotY">Y-coordinate offset (in pixels) that marks the center of the cursor. The offset is relative to the upper-left corner of the cursor. When the cursor is given a new position, the image is drawn at an offset from the new position. The offset is determined by subtracting the hot spot coordinates from the position.</param>
<param name="cursorBitmap">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object. This parameter must be an 8888 ARGB surface (format <see cref="F:Microsoft.DirectX.Direct3D.Format.A8R8G8B8" />). The contents of this surface are copied and potentially converted into an internal buffer from which the cursor is displayed. The dimensions of this surface must be less than the dimensions of the display mode, and must be a power of two in each direction, although not necessarily the same power of two. The alpha channel must be either 0.0 or 1.0.</param>
<summary>Sets the gamma correction ramp for the implicit swap chain.</summary>
<param name="swapChain">Unsigned integer that specifies the swap chain.</param>
<param name="calibrate">Set to true to indicate that correction should be applied. Set to false to indicate that no gamma correction should be applied. The supplied gamma table is transferred directly to the device.</param>
<param name="ramp">A <see cref="T:Microsoft.DirectX.Direct3D.GammaRamp" /> structure that represents the gamma correction ramp to set for the implicit swap chain.</param>
<param name="paletteNumber">Ordinal value that identifies the palette on which the operation is performed.</param>
<param name="entries">Pointer to a <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structure that represents the palette entries to set. The number of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures passed into <see cref="M:Microsoft.DirectX.Direct3D.Device.SetPaletteEntries(System.Int32,Microsoft.DirectX.Direct3D.PaletteEntry[])" /> is assumed to be 256. See Remarks.</param>
<param name="startRegister">Register number that contains the first constant value.</param>
<param name="constantData">A pointer to a <see cref="T:Microsoft.DirectX.Vector4" /> object that represents the constant data to set. Use this if your code block is marked unsafe.</param>
<param name="startRegister">Register number that contains the first constant value.</param>
<param name="constantData">A pointer to a <see cref="T:Microsoft.DirectX.Matrix" /> object that represents the constant data to set. Use this if your code block is marked unsafe.</param>
<param name="startRegister">Register number that will contain the first constant value.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the shader constants to set.</param>
<param name="numberRegisters">Number of constants contained within <see cref="M:Microsoft.DirectX.Direct3D.Device.SetPixelShaderConstantBoolean(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<param name="startRegister">Register number that will contain the first constant value.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the shader constants to set.</param>
<param name="numberRegisters">Number of constants contained within <see cref="M:Microsoft.DirectX.Direct3D.Device.SetPixelShaderConstantInt32(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<param name="startRegister">Register number that will contain the first constant value.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the shader constants to set.</param>
<param name="numberRegisters">Number of constants contained within <see cref="M:Microsoft.DirectX.Direct3D.Device.SetPixelShaderConstantSingle(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> enumeration that represents the render state value to set.</param>
<param name="value">A floating-point render state value to set.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> enumeration that represents the render state value to set.</param>
<param name="value">A Boolean render state value to set.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> enumeration that represents the render state value to set.</param>
<param name="value">An integer render state value to set.</param>
<summary>Sets a new color buffer for a device.</summary>
<param name="renderTargetIndex">Index of the render target. See Remarks.</param>
<param name="renderTarget">New color buffer. If set to null, the color buffer for the corresponding <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> is disabled. Devices must always be associated with a color buffer. The new render-target surface must have at least <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> specified.</param>
<summary>Sets a sampler stage state value.</summary>
<param name="stage">Index value of the sampler stage to set.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.SamplerStageStates" /> enumeration that represents the sampler stage state value to set.</param>
<param name="value">A floating-point value to set for the given sampler stage state.</param>
<summary>Sets a sampler stage state value.</summary>
<param name="stage">Index value of the sampler stage to set.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.SamplerStageStates" /> enumeration that represents the sampler stage state value to set.</param>
<param name="value">A Boolean value to set for the given sampler stage state.</param>
<summary>Sets a sampler stage state value.</summary>
<param name="stage">Index value of the sampler stage to set.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.SamplerStageStates" /> enumeration that represents the sampler stage state value to set.</param>
<param name="value">An integer value to set for the given sampler stage state.</param>
<summary>Binds a vertex buffer to a device data stream.</summary>
<param name="streamNumber">Data stream in the range of 0 to the maximum number of streams -1.</param>
<param name="streamData">Pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class that represents the vertex buffer to bind to the specified data stream.</param>
<param name="offsetInBytes">Offset from the beginning of the stream to the beginning of the vertex data, in bytes. To determine whether the device supports stream offsets, see <see cref="P:Microsoft.DirectX.Direct3D.DeviceCaps.SupportsStreamOffset" />.</param>
<summary>Binds a vertex buffer to a device data stream.</summary>
<param name="streamNumber">Data stream in the range of 0 to the maximum number of streams -1.</param>
<param name="streamData">Pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class that represents the vertex buffer to bind to the specified data stream.</param>
<param name="offsetInBytes">Offset from the beginning of the stream to the beginning of the vertex data, in bytes. To determine whether the device supports stream offsets, see <see cref="P:Microsoft.DirectX.Direct3D.DeviceCaps.SupportsStreamOffset" />.</param>
<param name="stride">Stride of the component, in bytes. See Remarks.</param>
<summary>Sets a texture stage state value.</summary>
<param name="stage">Index value of the texture stage to set.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.TextureStageStates" /> enumeration that represents the texture stage state value to set.</param>
<param name="value">A floating-point value to set for the given texture stage state.</param>
<summary>Sets a texture stage state value.</summary>
<param name="stage">Index value of the texture stage to set.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.TextureStageStates" /> enumeration that represents the texture stage state value to set.</param>
<param name="value">A Boolean value to set for the given texture stage state.</param>
<summary>Sets a texture stage state value.</summary>
<param name="stage">Index value of the texture stage to set.</param>
<param name="state">A member from the <see cref="T:Microsoft.DirectX.Direct3D.TextureStageStates" /> enumeration that represents the texture stage state value to set.</param>
<param name="value">An integer value to set for the given texture stage state.</param>
<summary>Sets a single device transform.</summary>
<param name="state">Type of transform that is being modified; can be any member of the <see cref="T:Microsoft.DirectX.Direct3D.TransformType" /> enumerated type.</param>
<param name="matrix">A <see cref="T:Microsoft.DirectX.Matrix" /> structure that modifies the current transform.</param>
<param name="startRegister">Register number that contains the first constant value.</param>
<param name="constantData">A pointer to a <see cref="T:Microsoft.DirectX.Vector4" /> object that represents the constant data to set. Use this if your code block is marked unsafe.</param>
<param name="startRegister">Register number that contains the first constant value.</param>
<param name="constantData">A pointer to a <see cref="T:Microsoft.DirectX.Matrix" /> object that represents the constant data to set. Use this if your code block is marked unsafe.</param>
<param name="startRegister">Register number that will contain the first constant value.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the shader constants to set.</param>
<param name="numberRegisters">Number of constants contained within <see cref="M:Microsoft.DirectX.Direct3D.Device.SetVertexShaderConstantBoolean(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<param name="startRegister">Register number that will contain the first constant value.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the shader constants to set.</param>
<param name="numberRegisters">Number of constants contained within <see cref="M:Microsoft.DirectX.Direct3D.Device.SetVertexShaderConstantInt32(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<param name="startRegister">Register number that will contain the first constant value.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the shader constants to set.</param>
<param name="numberRegisters">Number of constants contained within <see cref="M:Microsoft.DirectX.Direct3D.Device.SetVertexShaderConstantSingle(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<param name="canShow">Set to true if the cursor is shown. Set to false if the cursor is hidden.</param>
<returns>Value that indicates whether the cursor was previously visible. If set to true, the cursor was visible; if set to false, it was not.</returns>
<summary>Copies the contents of the source rectangle to the destination rectangle.</summary>
<param name="sourceSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourceRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle. If set to null, the entire source surface is used.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle. If set to null, the entire destination surface is used.</param>
<param name="filter">Filter type. Allowable values are <see cref="F:Microsoft.DirectX.Direct3D.TextureFilter.None" />, <see cref="F:Microsoft.DirectX.Direct3D.TextureFilter.Point" />, or <see cref="F:Microsoft.DirectX.Direct3D.TextureFilter.Linear" />. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.TextureFilter" />.</param>
<summary>Copies rectangular subsets of pixels from one surface to another.</summary>
<param name="sourceSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface; must point to a surface other than <see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateSurface" />.</param>
<param name="destinationSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<summary>Copies rectangular subsets of pixels from one surface to another.</summary>
<param name="sourceSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface; must point to a surface other than <see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateSurface" />.</param>
<param name="destinationSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPoint">A <see cref="T:System.Drawing.Point" /> object that represents the upper-left corner of the destination rectangle. Specifying null for this parameter causes the entire surface to be copied.</param>
<summary>Copies rectangular subsets of pixels from one surface to another.</summary>
<param name="sourceSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface; must point to a surface other than <see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateSurface" />.</param>
<param name="sourceRect">A <see cref="T:System.Drawing.Rectangle" /> object that represents the rectangle on the source surface. Specifying null for this parameter causes the entire surface to be copied.</param>
<param name="destinationSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<summary>Copies rectangular subsets of pixels from one surface to another.</summary>
<param name="sourceSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface; must point to a surface other than <see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateSurface" />.</param>
<param name="sourceRect">A <see cref="T:System.Drawing.Rectangle" /> object that represents the rectangle on the source surface. Specifying null for this parameter causes the entire surface to be copied.</param>
<param name="destinationSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPoint">A <see cref="T:System.Drawing.Point" /> object that represents the upper-left corner of the destination rectangle. Specifying null for this parameter causes the entire surface to be copied.</param>
<summary>Updates the dirty portions of a texture.</summary>
<param name="sourceTexture">A <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object that represents the source texture, which must be in system memory (<see cref="F:Microsoft.DirectX.Direct3D.Pool.Pool.SystemMemory" />).</param>
<param name="destinationTexture">A <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object that represents the destination texture, which must be in the default memory pool (<see cref="F:Microsoft.DirectX.Direct3D.Pool.Pool.Default" />).</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DDevice9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object.</param>
<summary>Reports the device's ability to render the current texture-blending operations and arguments in a single pass.</summary>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ValidateDeviceParams" /> object that provides the number of passes and the result code of the validation check.</returns>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceLostException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceNotResetException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Retrieves the number of <see cref="T:Microsoft.DirectX.Direct3D.DisplayMode" /> structures in <see cref="T:Microsoft.DirectX.Direct3D.DisplayModeCollection" />.</summary>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.DisplayMode" /> structure with the specified <see cref="T:Microsoft.DirectX.Direct3D.Format" />.</summary>
<param name="f">A <see cref="T:Microsoft.DirectX.Direct3D.Format" /> flag that indicates the format of the <see cref="T:Microsoft.DirectX.Direct3D.DisplayMode" /> to retrieve.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.DriverInternalErrorException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.DriverInvalidCallException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.GraphicsException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DIndexBuffer9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> class.</summary>
<param name="lp">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DIndexBuffer9" /> interface pointer.</param>
<param name="typeIndexType">Member of the <see cref="T:System.Type" /> that indicates the type of index data the buffer holds. This can be a value type or any type that contains only value types.</param>
<param name="numberIndices">Maximum number of indices the buffer can hold.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the index buffer.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> flags. It is good practice to match the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.#ctor" /> parameter in the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes a valid memory class into which to place the resource.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> class.</summary>
<param name="lp">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DIndexBuffer9" /> interface pointer.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the index buffer.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> flags. It is good practice to match the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.#ctor" /> parameter in the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes a valid memory class into which to place the resource.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> class.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the index buffer.</param>
<param name="sizeOfBufferInBytes">Size of the index buffer in bytes.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> flags. It is good practice to match the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.#ctor" /> parameter in the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes a valid memory class into which to place the resource.</param>
<param name="sixteenBitIndices">Set to true if the index buffer contains 16-bit indices. Set to false if the index buffer contains 32-bit indices.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> class.</summary>
<param name="typeIndexType">Member of the <see cref="T:System.Type" /> that indicates the type of index data the buffer holds. This can be a value type or any type that contains only value types.</param>
<param name="numberIndices">Maximum number of indices the buffer can hold.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the index buffer.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> flags. It is good practice to match the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.#ctor" /> parameter in the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes a valid memory class into which to place the resource.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DIndexBuffer9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> class. Not supported.</returns>
<summary>Locks a range of index data and obtains a pointer to the index buffer memory.</summary>
<param name="offsetToLock">Offset into the index data to lock, in bytes. To lock the entire index buffer, specify 0 for the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Lock" /> and <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Lock" /> parameters.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoOverwrite" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked index buffer.</returns>
<summary>Locks a range of index data and obtains a pointer to the index buffer memory.</summary>
<param name="offsetToLock">Offset into the index data to lock, in bytes. To lock the entire index buffer, specify 0 for the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Lock" /> and <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Lock" /> parameters.</param>
<param name="sizeToLock">Size of the index data to lock, in bytes. To lock the entire index buffer, specify 0 for the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Lock" /> and <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Lock" /> parameters.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoOverwrite" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the locked index buffer.</returns>
<summary>Locks a range of index data and obtains a pointer to the index buffer memory.</summary>
<param name="offsetToLock">Offset into the index data to lock, in bytes. To lock the entire index buffer, specify 0 for the <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Lock" /> and <see cref="M:Microsoft.DirectX.Direct3D.IndexBuffer.Lock" /> parameters.</param>
<param name="typeIndex">A <see cref="T:System.Type" /> object that indicates the type of array data to return. This can be a value type or any type that contains only value types.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoOverwrite" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />.</param>
<param name="ranks">Array of 1 to 3 <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked index buffer.</returns>
<summary>Raises an <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" />.<see cref="E:Microsoft.DirectX.Direct3D.IndexBuffer.Created" /> event when called from within a derived class.</summary>
<param name="i1">Invoking object reference; should be this object.</param>
<param name="i2">Arguments to pass into the event handler.</param>
<summary>Locks, sets, and unlocks a range of vertex data.</summary>
<param name="data">An <see cref="T:System.Object" /> that contains the data to copy into the index buffer.</param>
<param name="lockAtOffset">Offset to set in the index buffer. To set the entire buffer, set this parameter to 0.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> locking flags that describe the type of lock to perform when setting the buffer. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />, and <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DIndexBuffer9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> object.</param>
<summary>Encapsulates various object globally unique identifiers (GUIDs) for use with the <see cref="M:Microsoft.DirectX.Direct3D.Surface.GetContainer(System.Guid)" /> and <see cref="M:Microsoft.DirectX.Direct3D.Volume.GetContainer(System.Guid)" /> methods.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.InvalidCallException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.InvalidDeviceException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Retrieves or sets the ambient color emitted by the light. This member is a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure.</summary>
<summary>Retrieves or sets the diffuse color emitted by the light. This member is a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure.</summary>
<summary>Retrieves or sets the direction in which the light is pointing in world space, as specified by a <see cref="T:Microsoft.DirectX.Vector3" /> structure.</summary>
<summary>Retrieves or sets the decrease in illumination between a spotlight's inner cone (the angle specified by <see cref="P:Microsoft.DirectX.Direct3D.Light.InnerConeAngle" />) and the outer edge of the outer cone (the angle specified by <see cref="P:Microsoft.DirectX.Direct3D.Light.OuterConeAngle" />).</summary>
<summary>Retrieves or sets the specular color emitted by the light. This member is a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure.</summary>
<summary>Retrieves the number of <see cref="T:Microsoft.DirectX.Direct3D.Light" /> objects in the <see cref="T:Microsoft.DirectX.Direct3D.LightsCollection" />.</summary>
<summary>Retrieves the current <see cref="T:Microsoft.DirectX.Direct3D.Light" /> object in the <see cref="T:Microsoft.DirectX.Direct3D.LightsCollection" />.</summary>
<summary>Retrieves a specific <see cref="T:Microsoft.DirectX.Direct3D.Light" /> object within the <see cref="T:Microsoft.DirectX.Direct3D.LightsCollection" />.</summary>
<param name="index">Index value of the light to retrieve.</param>
<summary>Determines whether a depth stencil format is compatible with a render target format in a particular display mode.</summary>
<param name="adapter">Ordinal number that denotes the display adapter to query. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that identifies the device type.</param>
<param name="adapterFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the display mode into which the adapter will be placed.</param>
<param name="renderTargetFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the render-target surface to be tested.</param>
<param name="depthStencilFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DepthFormat" /> enumeration that identifies the format of the depth stencil surface to be tested.</param>
<param name="result">HRESULT code passed back from the method.</param>
<returns>Value that is true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDepthStencilMatch" /> parameter for the HRESULT code returned. If a depth stencil format is not compatible with the render target in the display mode, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDepthStencilMatch" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />.</returns>
<summary>Determines whether a depth stencil format is compatible with a render target format in a particular display mode.</summary>
<param name="adapter">Ordinal number that denotes the display adapter to query. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that identifies the device type.</param>
<param name="adapterFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the display mode into which the adapter will be placed.</param>
<param name="renderTargetFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the render-target surface to be tested.</param>
<param name="depthStencilFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DepthFormat" /> enumeration that identifies the format of the depth stencil surface to be tested.</param>
<returns>Value that is true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDepthStencilMatch" /> parameter for the HRESULT code returned. If a depth stencil format is not compatible with the render target in the display mode, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDepthStencilMatch" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />.</returns>
<summary>Determines whether a surface format is available as a specified resource type and can be used as a texture, depth stencil buffer, render target, or any combination of the three, on a device representing the current adapter.</summary>
<param name="adapter">Ordinal number that denotes the display adapter to query. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> if this value equals or exceeds the number of display adapters in the system.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that identifies the device type.</param>
<param name="adapterFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the display mode into which the adapter will be placed.</param>
<param name="usage">Requested usage options for the surface. Usage options are any combination of <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> enumeration values (only a subset of the <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> values are valid for <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />). For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Usage" />.</param>
<param name="resourceType">A <see cref="T:Microsoft.DirectX.Direct3D.ResourceType" /> requested for use with the queried format.</param>
<param name="checkFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the surfaces that can be used, as defined by <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />.</param>
<returns>Value that is true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> parameter for the HRESULT code returned. If the format is not acceptable to the device for this usage, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />. If <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> equals or exceeds the number of display adapters in the system, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" />.</returns>
<summary>Determines whether a surface format is available as a specified resource type and can be used as a texture, depth stencil buffer, render target, or any combination of the three, on a device representing the current adapter.</summary>
<param name="adapter">Ordinal number that denotes the display adapter to query. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> if this value equals or exceeds the number of display adapters in the system.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that identifies the device type.</param>
<param name="adapterFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the display mode into which the adapter will be placed.</param>
<param name="usage">Requested usage options for the surface. Usage options are any combination of <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> enumeration values (only a subset of the <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> values are valid for <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />). For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Usage" />.</param>
<param name="resourceType">A <see cref="T:Microsoft.DirectX.Direct3D.ResourceType" /> requested for use with the queried format.</param>
<param name="checkFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the surfaces that can be used, as defined by <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />.</param>
<param name="result">HRESULT code passed back from the method.</param>
<returns>Value that is true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> parameter for the HRESULT code returned. If the format is not acceptable to the device for this usage, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />. If <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> equals or exceeds the number of display adapters in the system, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" />.</returns>
<summary>Determines whether a surface format is available as a specified resource type and can be used as a texture, depth stencil buffer, render target, or any combination of the three, on a device representing the current adapter.</summary>
<param name="adapter">Ordinal number that denotes the display adapter to query. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> if this value equals or exceeds the number of display adapters in the system.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that identifies the device type.</param>
<param name="adapterFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the display mode into which the adapter will be placed.</param>
<param name="usage">Requested usage options for the surface. Usage options are any combination of <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> enumeration values (only a subset of the <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> values are valid for <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />). For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Usage" />.</param>
<param name="resourceType">A <see cref="T:Microsoft.DirectX.Direct3D.ResourceType" /> requested for use with the queried format.</param>
<param name="checkFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the surfaces that can be used, as defined by <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />.</param>
<returns>Value that is true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> parameter for the HRESULT code returned. If the format is not acceptable to the device for this usage, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />. If <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> equals or exceeds the number of display adapters in the system, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" />.</returns>
<summary>Determines whether a surface format is available as a specified resource type and can be used as a texture, depth stencil buffer, render target, or any combination of the three, on a device representing the current adapter.</summary>
<param name="adapter">Ordinal number that denotes the display adapter to query. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> if this value equals or exceeds the number of display adapters in the system.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that identifies the device type.</param>
<param name="adapterFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the display mode into which the adapter will be placed.</param>
<param name="usage">Requested usage options for the surface. Usage options are any combination of <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> enumeration values (only a subset of the <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> values are valid for <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />). For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Usage" />.</param>
<param name="resourceType">A <see cref="T:Microsoft.DirectX.Direct3D.ResourceType" /> requested for use with the queried format.</param>
<param name="checkFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that identifies the format of the surfaces that can be used, as defined by <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />.</param>
<param name="result">HRESULT code passed back from the method.</param>
<returns>Value that is true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> parameter for the HRESULT code returned. If the format is not acceptable to the device for this usage, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />. If <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> equals or exceeds the number of display adapters in the system, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" />.</returns>
<summary>Tests a device to determine whether it supports conversion from one display format to another.</summary>
<param name="adapter">Display adapter ordinal number. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> when the value equals or exceeds the number of display adapters in the system.</param>
<param name="deviceType">Device type. Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration.</param>
<param name="sourceFormat">Source adapter format. Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration.</param>
<param name="targetFormat">Target adapter format. Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration.</param>
<param name="result">HRESULT code passed back from the method.</param>
<returns>Returns true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormatConversion" /> parameter for the HRESULT code returned.If the method fails, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormatConversion" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" />. If the hardware does not support conversion between the two formats, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormatConversion" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />.</returns>
<summary>Tests a device to determine whether it supports conversion from one display format to another.</summary>
<param name="adapter">Display adapter ordinal number. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> when the value equals or exceeds the number of display adapters in the system.</param>
<param name="deviceType">Device type. Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration.</param>
<param name="sourceFormat">Source adapter format. Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration.</param>
<param name="targetFormat">Target adapter format. Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration.</param>
<returns>Returns true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormatConversion" /> parameter for the HRESULT code returned.If the method fails, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormatConversion" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" />. If the hardware does not support conversion between the two formats, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormatConversion" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />.</returns>
<summary>Determines whether a multisampling technique is available on the current device.</summary>
<param name="adapter">Display adapter ordinal number. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> when the value equals or exceeds the number of display adapters in the system.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration.</param>
<param name="surfaceFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that specifies the format of the surface to be multisampled. See Remarks.</param>
<param name="windowed">Set to true to inquire about windowed multisampling. Set to false to inquire about full-screen multisampling.</param>
<param name="multiSampleType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.MultiSampleType" /> enumeration that identifies the multisampling technique to test.</param>
<param name="result">HRESULT code passed back from the method.</param>
<param name="qualityLevels">Number of quality stops available for a given multisample type; can be null if it is not necessary to return the values.</param>
<returns>Returns true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> parameter for the HRESULT code returned.If the method fails, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> is set to one of the following values: <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> if the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> or <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> parameters are invalid, <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" /> if the device does not support the queried multisampling technique, or <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidDevice" /> if <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> does not apply to the adapter.</returns>
<summary>Determines whether a multisampling technique is available on the current device.</summary>
<param name="adapter">Display adapter ordinal number. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> when the value equals or exceeds the number of display adapters in the system.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration.</param>
<param name="surfaceFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that specifies the format of the surface to be multisampled. See Remarks.</param>
<param name="windowed">Set to true to inquire about windowed multisampling. Set to false to inquire about full-screen multisampling.</param>
<param name="multiSampleType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.MultiSampleType" /> enumeration that identifies the multisampling technique to test.</param>
<returns>Returns true if the method succeeds; false if it fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> parameter for the HRESULT code returned.If the method fails, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> is set to one of the following values: <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> if the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> or <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> parameters are invalid, <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" /> if the device does not support the queried multisampling technique, or <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidDevice" /> if <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceMultiSampleType" /> does not apply to the adapter.</returns>
<summary>Specifies whether a hardware-accelerated device type can be used on the current adapter.</summary>
<param name="adapter">Display adapter ordinal number. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> when the value equals or exceeds the number of display adapters in the system.</param>
<param name="checkType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that indicates the device type to check.</param>
<param name="displayFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that indicates the format of the adapter display mode for which the device type is being checked. For example, some devices operate only in modes of 16 bits per pixel.</param>
<param name="backBufferFormat">Back buffer format. For more information about formats, see <see cref="T:Microsoft.DirectX.Direct3D.Format" />. This value must be one of the render target formats. <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="P:Microsoft.DirectX.Direct3D.Device.DisplayMode" /> can be used to obtain the current format.For windowed applications, the back buffer format does not need to match the display mode format if the hardware supports color conversion. The set of possible back buffer formats is constrained, but the runtime allows any valid back buffer format to be presented to any desktop format. Additionally, the device must be operable in desktop mode because devices typically do not operate in modes of 8 bits per pixel.Full-screen applications cannot perform color conversion.<see cref="F:Microsoft.DirectX.Direct3D.Format.Format.Unknown" /> is allowed for windowed mode.</param>
<param name="windowed">Set to true if the device type will be used in windowed mode. Set to false if the device type will be used in full-screen.</param>
<returns>Returns true if the method succeeds and the device can be used on this adapter; false if the method fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> parameter for the HRESULT code returned.If the method fails, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" />, provided <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> equals or exceeds the number of display adapters in the system. <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> also is returned if <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> specified a device that does not exist.If the requested back buffer format is not supported, or if hardware acceleration is not available for the specified formats, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />.</returns>
<summary>Specifies whether a hardware-accelerated device type can be used on the current adapter.</summary>
<param name="adapter">Display adapter ordinal number. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter. This method returns <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> when the value equals or exceeds the number of display adapters in the system.</param>
<param name="checkType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that indicates the device type to check.</param>
<param name="displayFormat">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that indicates the format of the adapter display mode for which the device type is being checked. For example, some devices operate only in modes of 16 bits per pixel.</param>
<param name="backBufferFormat">Back buffer format. For more information about formats, see <see cref="T:Microsoft.DirectX.Direct3D.Format" />. This value must be one of the render target formats. <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="P:Microsoft.DirectX.Direct3D.Device.DisplayMode" /> can be used to obtain the current format.For windowed applications, the back buffer format does not need to match the display mode format if the hardware supports color conversion. The set of possible back buffer formats is constrained, but the runtime allows any valid back buffer format to be presented to any desktop format. Additionally, the device must be operable in desktop mode because devices typically do not operate in modes of 8 bits per pixel.Full-screen applications cannot perform color conversion.<see cref="F:Microsoft.DirectX.Direct3D.Format.Format.Unknown" /> is allowed for windowed mode.</param>
<param name="windowed">Set to true if the device type will be used in windowed mode. Set to false if the device type will be used in full-screen.</param>
<param name="result">HRESULT code passed back from the method.</param>
<returns>Returns true if the method succeeds and the device can be used on this adapter; false if the method fails. Check the <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> parameter for the HRESULT code returned.If the method fails, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" />, provided <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> equals or exceeds the number of display adapters in the system. <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.InvalidCall" /> also is returned if <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> specified a device that does not exist.If the requested back buffer format is not supported, or if hardware acceleration is not available for the specified formats, <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceType" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.ResultCode.ResultCode.NotAvailable" />.</returns>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Manager" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Returns the handle of the monitor associated with the Microsoft® Direct3D® object.</summary>
<param name="adapter">Ordinal number that denotes the display adapter. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter.</param>
<returns>Handle of the monitor associated with the Microsoft® Direct3D® object.</returns>
<summary>Retrieves information specific to a device.</summary>
<param name="adapter">Ordinal number that denotes the display adapter. <see cref="T:Microsoft.DirectX.Direct3D.AdapterListCollection" />.<see cref="P:Microsoft.DirectX.Direct3D.AdapterListCollection.Default" /> is always the primary display adapter.</param>
<param name="deviceType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> enumeration that identifies the device type.</param>
<returns>If the method succeeds, the return value is a <see cref="T:Microsoft.DirectX.Direct3D.Caps" /> object that contains information that describes the device's capabilities.</returns>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.MoreDataException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.NotAvailableException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.NotFoundException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.OutOfVideoMemoryException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.PixelShader.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.PixelShader" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.PixelShader" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DPixelShader9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.PixelShader" /> class.</summary>
<param name="device">Reference to an instance of a <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object.</param>
<param name="functionToken">Reference to a <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the pixel shader function tokens to use.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.PixelShader" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DPixelShader9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.PixelShader" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PixelShader" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DPixelShader9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PixelShader" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Query.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Query" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Query" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DQuery9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Query" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DQuery9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Query" /> class. Not supported.</returns>
<param name="flags">Member of the <see cref="T:Microsoft.DirectX.Direct3D.IssueFlags" /> enumeration that specifies the type of state change for the query.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Query" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DQuery9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Query" /> object.</param>
<summary>Retrieves or sets a value to select the arithmetic operation applied to the separate for the alpha channel (also known as separate alpha blending) when the render state, <see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.SeparateAlphaBlendEnabled" />, is set to true.</summary>
<summary>Retrieves or sets a value used to select the arithmetic operation to apply when the alpha blend render state, <see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.AlphaBlendEnable" />, is set to true.</summary>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> or sets it to perform if the counterclockwise (CCW) stencil test fails.</summary>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> or sets it to perform, if both counterclockwise (CCW) stencil and z-tests pass.</summary>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> or sets it to perform if the counterclockwise (CCW) stencil test passes and the z-test fails.</summary>
<summary>Retrieves or sets the mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test.</summary>
<summary>Retrieves or sets the color used for multiple-texture blending with the <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.TFactor" /> texture blending argument or the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BlendFactorAlpha" /> texture blending operation.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Resource" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DResource9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DResource9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Resource" /> class. Not supported.</returns>
<summary>Associates data with the resource that is intended for use by the application. Data is passed by value, and multiple sets of data can be associated with a single resource.</summary>
<param name="guidData">A globally unique identifier (GUID) that identifies the private data to set.</param>
<param name="privateData">A <see cref="T:System.Byte" /> array that contains the private data to associate with the resource.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Resource" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DResource9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Resource" /> object.</param>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.SamplerStateManager" /> object at the given <see cref="P:Microsoft.DirectX.Direct3D.SamplerStateManagerCollection.SamplerState(System.Int32)" />.</summary>
<param name="index">Integer that represents the <see cref="T:Microsoft.DirectX.Direct3D.SamplerStateManager" /> object to retrieve.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.StateBlock.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.StateBlock" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.StateBlock" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DStateBlock9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.StateBlock" /> class.</summary>
<param name="device">Reference to the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> associated with the current state block.</param>
<param name="stateBlockType">Member of the <see cref="T:Microsoft.DirectX.Direct3D.StateBlockType" /> enumeration that specifies the state block type.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.StateBlock" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DStateBlock9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.StateBlock" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.StateBlock" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DStateBlock9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.StateBlock" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Surface.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DSurface9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DSurface9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> class. Not supported.</returns>
<summary>Locks a rectangle on a surface.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that specifies the type of array to create.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> object that represents the rectangle to lock.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> object that specifies the type of lock to apply.</param>
<param name="pitch">Integer that represents the returned pitch value of the locked region.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returned array. The maximum number of <see cref="M:Microsoft.DirectX.Direct3D.Surface.LockRectangle" /> allowed is three.</param>
<returns>An <see cref="T:System.Array" /> that describes the locked region.</returns>
<summary>Locks a rectangle on a surface.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that specifies the type of array to create.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> object that specifies the type of lock to apply.</param>
<param name="pitch">Integer that represents the returned pitch value of the locked region.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returned array. The maximum number of <see cref="M:Microsoft.DirectX.Direct3D.Surface.LockRectangle" /> allowed is three.</param>
<returns>An <see cref="T:System.Array" /> that describes the locked region.</returns>
<summary>Locks a rectangle on a surface.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that specifies the type of array to create.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> object that represents the rectangle to lock.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> object that specifies the type of lock to apply.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returned array. The maximum number of <see cref="M:Microsoft.DirectX.Direct3D.Surface.LockRectangle" /> allowed is three.</param>
<returns>An <see cref="T:System.Array" /> that describes the locked region.</returns>
<summary>Locks a rectangle on a surface.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that specifies the type of array to create.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> object that specifies the type of lock to apply.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returned array. The maximum number of <see cref="M:Microsoft.DirectX.Direct3D.Surface.LockRectangle" /> allowed is three.</param>
<returns>An <see cref="T:System.Array" /> that describes the locked region.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DSurface9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.SwapChain.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DSwapChain9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> class.</summary>
<param name="lp">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DSwapChain9" /> interface pointer.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the swap chain.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> class.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the swap chain.</param>
<param name="presentationParameters">A <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" /> object that contains the presentation parameters for the new swap chain. See Remarks.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves a back buffer from the swap chain of a device.</summary>
<param name="backBuffer">Index of the back buffer object to return. See Remarks.</param>
<param name="typeBuffer">Because stereo view is not supported in Microsoft® DirectX® 9.0, the only valid value for this parameter is <see cref="F:Microsoft.DirectX.Direct3D.BackBufferType.Mono" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the returned back buffer surface.</returns>
<summary>Generates a copy of the swap chain's front buffer and places it in a <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object provided by the application.</summary>
<param name="frontBuffer">[in, out] A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that receives a copy of the swap chain's front buffer. The data is returned in successive rows with no intervening space, from the vertically highest row to the lowest.</param>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DSwapChain9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> class. Not supported.</returns>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="rectPresent">A <see cref="T:System.Drawing.Rectangle" /> structure that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<param name="flags">Allows the application to request that the method return immediately when the driver reports that it cannot schedule a presentation. Valid values are 0, <see cref="F:Microsoft.DirectX.Direct3D.Present.DoNotWait" />, <see cref="F:Microsoft.DirectX.Direct3D.Present.LinearContent" /> or a combination of these values. See Remarks.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.SwapChain.Present" /> parameter; otherwise, false.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<param name="flags">Allows the application to request that the method return immediately when the driver reports that it cannot schedule a presentation. Valid values are 0, <see cref="F:Microsoft.DirectX.Direct3D.Present.DoNotWait" />, <see cref="F:Microsoft.DirectX.Direct3D.Present.LinearContent" /> or a combination of these values. See Remarks.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="sourceRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the destination rectangle in window client coordinates. This value can be used only if the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire client area is filled. If the rectangle exceeds the destination client area, it is clipped to fit.</param>
<param name="overrideWindow">A <see cref="T:System.Windows.Forms.Control" /> object whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<param name="flags">Allows the application to request that the method return immediately when the driver reports that it cannot schedule a presentation. Valid values are 0, <see cref="F:Microsoft.DirectX.Direct3D.Present.DoNotWait" />, <see cref="F:Microsoft.DirectX.Direct3D.Present.LinearContent" /> or a combination of these values. See Remarks.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="rectPresent">A <see cref="T:System.Drawing.Rectangle" /> structure that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.SwapChain.Present" /> parameter; otherwise, false.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="rectPresent">A <see cref="T:System.Drawing.Rectangle" /> structure that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="overrideWindow">A <see cref="T:System.Windows.Forms.Control" /> object whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.SwapChain.Present" /> parameter; otherwise, false.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="overrideWindow">A <see cref="T:System.Windows.Forms.Control" /> object whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="sourceRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the destination rectangle in window client coordinates. This value can be used only if the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire client area is filled. If the rectangle exceeds the destination client area, it is clipped to fit.</param>
<param name="overrideWindow">A <see cref="T:System.Windows.Forms.Control" /> object whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="sourceRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the destination rectangle in window client coordinates. This value can be used only if the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire client area is filled. If the rectangle exceeds the destination client area, it is clipped to fit.</param>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<param name="flags">Allows the application to request that the method return immediately when the driver reports that it cannot schedule a presentation. Valid values are 0, <see cref="F:Microsoft.DirectX.Direct3D.Present.DoNotWait" />, <see cref="F:Microsoft.DirectX.Direct3D.Present.LinearContent" /> or a combination of these values. See Remarks.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="rectPresent">A <see cref="T:System.Drawing.Rectangle" /> structure that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.SwapChain.Present" /> parameter; otherwise, false.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="sourceRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> that contains the destination rectangle in window client coordinates. This value can be used only if the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire client area is filled. If the rectangle exceeds the destination client area, it is clipped to fit.</param>
<param name="overrideWindowHandle">Destination window whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="rectPresent">A <see cref="T:System.Drawing.Rectangle" /> structure that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="flags">Allows the application to request that the method return immediately when the driver reports that it cannot schedule a presentation. Valid values are 0, <see cref="F:Microsoft.DirectX.Direct3D.Present.DoNotWait" />, <see cref="F:Microsoft.DirectX.Direct3D.Present.LinearContent" /> or a combination of these values. See Remarks.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.SwapChain.Present" /> parameter; otherwise, false.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="rectPresent">A <see cref="T:System.Drawing.Rectangle" /> structure that contains the source rectangle. This value must be omitted unless the swap chain was created with <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />. If the value is omitted, the entire source surface is presented. If the rectangle exceeds the source surface, it is clipped to fit.</param>
<param name="overrideWindow">A <see cref="T:System.Windows.Forms.Control" /> object whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<param name="flags">Allows the application to request that the method return immediately when the driver reports that it cannot schedule a presentation. Valid values are 0, <see cref="F:Microsoft.DirectX.Direct3D.Present.DoNotWait" />, <see cref="F:Microsoft.DirectX.Direct3D.Present.LinearContent" /> or a combination of these values. See Remarks.</param>
<param name="sourceRectangle">Set to true if a <see cref="T:System.Drawing.Rectangle" /> is being passed to the <see cref="M:Microsoft.DirectX.Direct3D.SwapChain.Present" /> parameter; otherwise, false.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="overrideWindow">A <see cref="T:System.Windows.Forms.Control" /> object whose client area is taken as the target for the current presentation. If this parameter is omitted, the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.DeviceWindowHandle" /> member is used.</param>
<param name="flags">Allows the application to request that the method return immediately when the driver reports that it cannot schedule a presentation. Valid values are 0, <see cref="F:Microsoft.DirectX.Direct3D.Present.DoNotWait" />, <see cref="F:Microsoft.DirectX.Direct3D.Present.LinearContent" /> or a combination of these values. See Remarks.</param>
<summary>Presents the contents of the next buffer in the sequence of back buffers owned by the swap chain.</summary>
<param name="flags">Allows the application to request that the method return immediately when the driver reports that it cannot schedule a presentation. Valid values are 0, <see cref="F:Microsoft.DirectX.Direct3D.Present.DoNotWait" />, <see cref="F:Microsoft.DirectX.Direct3D.Present.LinearContent" /> or a combination of these values. See Remarks.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DSwapChain9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Texture.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DTexture9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> class.</summary>
<param name="lp">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DTexture9" /> interface pointer.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.Texture" />.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the texture should be placed.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> class.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.Texture" />.</param>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the image data. The texture is created with the data in the stream.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> constants. It is good practice to match the usage parameter with the <see cref="T:Microsoft.DirectX.Direct3D.CreateFlags" /> in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the texture should be placed.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> class.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.Texture" />.</param>
<param name="image">A <see cref="T:System.Drawing.Bitmap" /> used to create the texture.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> constants. It is good practice to match the usage parameter with the <see cref="T:Microsoft.DirectX.Direct3D.CreateFlags" /> in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the texture should be placed.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> class.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.Texture" />.</param>
<param name="width">Width of the texture's top level, in pixels. The pixel dimensions of subsequent levels are the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of one pixel. Thus, if the division by 2 results in 0, 1 is taken instead.</param>
<param name="height">Height of the texture's top level, in pixels. The pixel dimensions of subsequent levels are the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of one pixel. Thus, if the division by 2 results in 0, 1 is taken instead.</param>
<param name="numLevels">Number of levels in the texture. If this is 0, Microsoft® Direct3D® generates all texture sublevels down to 1 by 1 pixels for hardware that supports mipmapped textures. Check the <see cref="P:Microsoft.DirectX.Direct3D.BaseTexture.LevelCount" /> parameter to see the number of levels generated.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> constants. It is good practice to match the usage parameter with the <see cref="T:Microsoft.DirectX.Direct3D.CreateFlags" /> in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the format of all levels in the texture.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the texture should be placed.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Creates a texture resource from a bitmap.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.Texture" />.</param>
<param name="image">A <see cref="T:System.Drawing.Bitmap" /> used to create the texture.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> constants. It is good practice to match the usage parameter with the <see cref="T:Microsoft.DirectX.Direct3D.CreateFlags" /> in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the texture should be placed.</param>
<summary>Creates a texture resource from a stream object.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object.</param>
<param name="data">A <see cref="T:System.IO.Stream" /> used to create the texture.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> constants. It is good practice to match the usage parameter with the <see cref="T:Microsoft.DirectX.Direct3D.CreateFlags" /> in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the texture should be placed.</param>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DTexture9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> class. Not supported.</returns>
<summary>Retrieves the specified texture surface level.</summary>
<param name="level">Level of the texture resource. This method returns a surface for the level specified by this parameter. The top-level surface is denoted by 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the returned surface.</returns>
<summary>Locks a rectangle on a texture resource.</summary>
<param name="level">A level of the texture resource to lock.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> to lock. To expand the dirty region to cover the entire texture, omit this parameter.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="pitch">Pitch of the returning data.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that describes the locked region.</returns>
<summary>Locks a rectangle on a texture resource.</summary>
<param name="level">A level of the texture resource to lock.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="pitch">Pitch of the returning data.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that describes the locked region.</returns>
<summary>Locks a rectangle on a texture resource.</summary>
<param name="level">A level of the texture resource to lock.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> to lock. To expand the dirty region to cover the entire texture, omit this parameter.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that describes the locked region.</returns>
<summary>Locks a rectangle on a texture resource.</summary>
<param name="level">A level of the texture resource to lock.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that describes the locked region.</returns>
<summary>Locks a rectangle on a texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of data to return. This can be a value type or any type that contains only value types.</param>
<param name="level">A level of the texture resource to lock.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> to lock. To expand the dirty region to cover the entire texture, omit this parameter.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="pitch">Pitch of the returning data.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> object that describes the locked region.</returns>
<summary>Locks a rectangle on a texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of data to return. This can be a value type or any type that contains only value types.</param>
<param name="level">A level of the texture resource to lock.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="pitch">Pitch of the returning data.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> object that describes the locked region.</returns>
<summary>Locks a rectangle on a texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of data to return. This can be a value type or any type that contains only value types.</param>
<param name="level">A level of the texture resource to lock.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> to lock. To expand the dirty region to cover the entire texture, omit this parameter.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> object that describes the locked region.</returns>
<summary>Locks a rectangle on a texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of data to return. This can be a value type or any type that contains only value types.</param>
<param name="level">A level of the texture resource to lock.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> object that describes the locked region.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DTexture9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object.</param>
<summary>Defines settings for the alpha channel selector operand for triadic (multiply, add, and linear interpolation) operations identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.</summary>
<summary>Defines the texture-stage state as the first alpha argument for the stage identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.</summary>
<summary>Defines the texture-stage state as the second alpha argument for the stage identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.</summary>
<summary>Defines the texture-stage state as a texture alpha-blending operation identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureOperation" /> enumeration.</summary>
<summary>Defines settings for the third color operand for triadic (multiply, add, and linear interpolation) operations identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.</summary>
<summary>Defines the texture-stage state as the first color argument for the stage identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.</summary>
<summary>Defines the texture-stage state as the second color argument for the stage identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.</summary>
<summary>Defines the texture-stage state as a texture color-blending operation identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureOperation" /> enumeration.</summary>
<summary>Selects the destination register for the result of the current stage identified by <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" />.</summary>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.TextureStateManager" /> object at the given <see cref="P:Microsoft.DirectX.Direct3D.TextureStateManagerCollection.TextureState(System.Int32)" />.</summary>
<param name="index">Integer that represents the <see cref="T:Microsoft.DirectX.Direct3D.TextureStateManager" /> object to retrieve.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.TooManyOperationsException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Allows applications to specify and obtain matrix transformations; for example, the world, view, and transformation matrices used for Microsoft® Direct3D® object rendering.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.UnsupportedAlphaArgumentException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.UnsupportedAlphaOperationException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.UnsupportedColorArgumentException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.UnsupportedColorOperationException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.UnsupportedFactorValueException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.UnsupportedTextureFilterException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexBuffer9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class.</summary>
<param name="lp">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexBuffer9" /> interface pointer.</param>
<param name="tType" />
<param name="iNumVerts" />
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the vertex buffer.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> flags. It is good practice to match the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> parameter in the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="vertexFormat">Combination of <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that describe the vertex format of the vertices in the buffer.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class.</summary>
<param name="lp">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexBuffer9" /> interface pointer.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the vertex buffer.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> flags. It is good practice to match the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> parameter in the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="vertexFormat">Combination of <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that describe the vertex format of the vertices in the buffer.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes a valid memory class in which to place the resource.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the vertex buffer.</param>
<param name="sizeOfBufferInBytes">Size of the vertex buffer in bytes. If <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> is set to 0, <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> must be large enough to contain at least one vertex, but it need not be a multiple of the vertex size. If <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> is not set to 0, <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> is not validated. See Remarks.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> flags. It is good practice to match the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> parameter in the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="vertexFormat">Combination of <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that describe the vertex format of the vertices in the buffer.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes a valid memory class in which to place the resource.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class.</summary>
<param name="typeVertexType">Member of the <see cref="T:System.Type" /> enumerated type that indicates the type of vertex data the buffer holds. This can be a value type or any type that contains only value types.</param>
<param name="numVerts">Maximum number of vertices the buffer can hold.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the vertex buffer.</param>
<param name="usage">Usage can be 0, which indicates no usage value. However, if usage is desired, use a combination of one or more <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> flags. It is good practice to match the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> parameter in the <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.#ctor" /> constructor with the behavior flags in the <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> constructor. See Remarks.</param>
<param name="vertexFormat">Combination of <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that describe the vertex format of the vertices in the buffer.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes a valid memory class in which to place the resource.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DVertexBuffer9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> class. Not supported.</returns>
<summary>Locks a range of vertex data and obtains the vertex buffer memory.</summary>
<param name="offsetToLock">Offset into the vertex data to lock, in bytes. To lock the entire vertex buffer, specify 0 for both <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Lock" /> and <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Lock" />.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />, and <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked vertex buffer.</returns>
<summary>Locks a range of vertex data and obtains the vertex buffer memory.</summary>
<param name="offsetToLock">Offset into the vertex data to lock, in bytes. To lock the entire vertex buffer, specify 0 for both <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Lock" /> and <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Lock" />.</param>
<param name="sizeToLock">Size of the vertex data to lock, in bytes. To lock the entire vertex buffer, specify 0 for both <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Lock" /> and <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Lock" />.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />, and <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the locked vertex buffer.</returns>
<summary>Locks a range of vertex data and obtains the vertex buffer memory.</summary>
<param name="offsetToLock">Offset into the vertex data to lock, in bytes. To lock the entire vertex buffer, specify 0 for both <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Lock" /> and <see cref="M:Microsoft.DirectX.Direct3D.VertexBuffer.Lock" />.</param>
<param name="typeVertex">A <see cref="T:System.Type" /> object that indicates the type of array data to return. This can be a value type or any type that contains only value types.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />, and <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked vertex buffer.</returns>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" />.<see cref="E:Microsoft.DirectX.Direct3D.VertexBuffer.Created" /> event when called from within a derived class.</summary>
<param name="i1">Invoking object reference; should be this object.</param>
<param name="i2">Arguments to pass into the event handler.</param>
<summary>Locks, sets, and unlocks a range of vertex data.</summary>
<param name="data">An <see cref="T:System.Object" /> that contains the data to copy into the vertex buffer. This can be any value type or any type that contains only value types.</param>
<param name="lockAtOffset">Offset in the vertex buffer to set. To set the entire buffer, set this parameter to 0.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> locking flags that describe the type of lock to perform when setting the buffer. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />, and <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexBuffer9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.VertexBuffer" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.VertexDeclaration.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexDeclaration9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> class.</summary>
<param name="lp">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexDeclaration9" /> interface pointer.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" />.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> class.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" />.</param>
<param name="vertexElements">Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> flags that make up a vertex shader declaration. The array must end with the value in the <see cref="F:Microsoft.DirectX.Direct3D.VertexElement.VertexDeclarationEnd" /> field.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> class.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" />.</param>
<param name="vertexElements">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> flags that make up a vertex shader declaration.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Gets the vertex shader declaration.</summary>
<returns>Array of vertex elements that make up a vertex shader declaration. The array ends with the value in the <see cref="F:Microsoft.DirectX.Direct3D.VertexElement.VertexDeclarationEnd" /> field.</returns>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DVertexDeclaration9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexDeclaration9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.VertexDeclaration" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.VertexShader.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.VertexShader" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexShader" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexShader9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexShader" /> class.</summary>
<param name="device">Reference to an instance of a <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object.</param>
<param name="functionToken">Reference to a <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the vertex shader function tokens to use.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.VertexShader" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DVertexShader9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.VertexShader" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.VertexShader" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVertexShader9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.VertexShader" /> object.</param>
<summary>Constructs bit patterns that are used to identify texture coordinate size-1 formats within a flexible vertex format description.</summary>
<param name="coordIndex">Value that identifies the texture coordinate set to which the texture coordinate size (1-, 2-, 3-, or 4-dimensional) applies.</param>
<returns>One or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that indicate the texture coordinate.</returns>
<summary>Constructs bit patterns that are used to identify texture coordinate size-3 formats within a flexible vertex format description.</summary>
<param name="coordIndex">Value that identifies the texture coordinate set to which the texture coordinate size (1-, 2-, 3-, or 4-dimensional) applies.</param>
<returns>One or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that indicate the texture coordinate.</returns>
<summary>Constructs bit patterns that are used to identify texture coordinate size-4 formats within a flexible vertex format description.</summary>
<param name="coordIndex">Value that identifies the texture coordinate set to which the texture coordinate size (1-, 2-, 3-, or 4-dimensional) applies.</param>
<returns>One or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that indicate the texture coordinate.</returns>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Volume.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVolume9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DVolume9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> class. Not supported.</returns>
<summary>Locks a box on a volume resource.</summary>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> object that represents the box to lock.</param>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. See Remarks.</param>
<param name="lockedVolume">A <see cref="T:Microsoft.DirectX.Direct3D.LockedBox" /> object that describes the locked region.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that represents the locked box region.</returns>
<summary>Locks a box on a volume resource.</summary>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. See Remarks.</param>
<param name="lockedVolume">A <see cref="T:Microsoft.DirectX.Direct3D.LockedBox" /> object that describes the locked region.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that represents the locked box region.</returns>
<summary>Locks a box on a volume resource.</summary>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> object that represents the box to lock.</param>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that represents the locked box region.</returns>
<summary>Locks a box on a volume resource.</summary>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that represents the locked box region.</returns>
<summary>Locks a box on a volume resource.</summary>
<param name="typeLock">Value that specifies the <see cref="T:System.Type" /> of the lock.</param>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> object that represents the box to lock.</param>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. See Remarks.</param>
<param name="lockedVolume">A <see cref="T:Microsoft.DirectX.Direct3D.LockedBox" /> object that describes the locked region.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returned array. The maximum number of <see cref="M:Microsoft.DirectX.Direct3D.Volume.LockBox" /> allowed is three.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked box region.</returns>
<summary>Locks a box on a volume resource.</summary>
<param name="typeLock">Value that specifies the <see cref="T:System.Type" /> of the lock.</param>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. See Remarks.</param>
<param name="lockedVolume">A <see cref="T:Microsoft.DirectX.Direct3D.LockedBox" /> object that describes the locked region.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returned array. The maximum number of <see cref="M:Microsoft.DirectX.Direct3D.Volume.LockBox" /> allowed is three.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked box region.</returns>
<summary>Locks a box on a volume resource.</summary>
<param name="typeLock">Value that specifies the <see cref="T:System.Type" /> of the lock.</param>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> object that represents the box to lock.</param>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. See Remarks.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returned array. The maximum number of <see cref="M:Microsoft.DirectX.Direct3D.Volume.LockBox" /> allowed is three.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked box region.</returns>
<summary>Locks a box on a volume resource.</summary>
<param name="typeLock">Value that specifies the <see cref="T:System.Type" /> of the lock.</param>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. See Remarks.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returned array. The maximum number of <see cref="M:Microsoft.DirectX.Direct3D.Volume.LockBox" /> allowed is three.</param>
<returns>An <see cref="T:System.Array" /> that represents the locked box region.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVolume9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.VolumeTexture.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Adds a dirty region to a volume texture resource.</summary>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the dirty region to add. Omitting this parameter expands the dirty region to cover the entire volume texture.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVolumeTexture9" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> class.</summary>
<param name="lp">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVolumeTexture9" /> interface pointer.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the volume texture should be placed.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> class.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object.</param>
<param name="width">Width of the top level of the volume texture, in pixels. This value must be a power of two if the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.TextureCaps.SupportsVolumeMapPower2" /> member is set. See Remarks.</param>
<param name="height">Height of the top level of the volume texture, in pixels. This value must be a power of two if the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.TextureCaps.SupportsVolumeMapPower2" /> member is set. See Remarks.</param>
<param name="depth">Depth of the top level of the volume texture, in pixels. This value must be a power of two if the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.TextureCaps.SupportsVolumeMapPower2" /> member is set. See Remarks.</param>
<param name="numLevels">Number of levels in the texture. If this value is 0, Microsoft® Direct3D® generates all texture sublevels down to 1x1 pixels for hardware that supports mipmapped volume textures. Check the <see cref="P:Microsoft.DirectX.Direct3D.BaseTexture.LevelCount" /> parameter for the number of levels generated.</param>
<param name="usage">Usage type for this <see cref="M:Microsoft.DirectX.Direct3D.VolumeTexture.#ctor" />.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the format of all levels in the volume texture.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the volume texture should be placed.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This member supports the infrastructure for Microsoft® DirectX® 9.0 for Managed Code and is not intended to be used directly from your code.</summary>
<returns>Pointer to the unmanaged Component Object Model (COM) interface, IDirect3DVolumeTexture9, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> class. Not supported.</returns>
<summary>Locks a box on a volume texture resource.</summary>
<param name="level">Value that specifies a level of the texture resource to lock.</param>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that indicates the region to lock. Omitting this parameter locks the entire volume level.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="lockedVolume">A <see cref="T:Microsoft.DirectX.Direct3D.LockedBox" /> structure that describes the locked region.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that describes the locked region.</returns>
<summary>Locks a box on a volume texture resource.</summary>
<param name="level">Value that specifies a level of the texture resource to lock.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="lockedVolume">A <see cref="T:Microsoft.DirectX.Direct3D.LockedBox" /> structure that describes the locked region.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that describes the locked region.</returns>
<summary>Locks a box on a volume texture resource.</summary>
<param name="level">Value that specifies a level of the texture resource to lock.</param>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that indicates the region to lock. Omitting this parameter locks the entire volume level.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that describes the locked region.</returns>
<summary>Locks a box on a volume texture resource.</summary>
<param name="level">Value that specifies a level of the texture resource to lock.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that describes the locked region.</returns>
<summary>Locks a box on a volume texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of data to return. This can be a value type or any type that contains only value types.</param>
<param name="level">Value that specifies a level of the texture resource to lock.</param>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that indicates the region to lock. Omitting this parameter locks the entire volume level.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="lockedVolume">A <see cref="T:Microsoft.DirectX.Direct3D.LockedBox" /> structure that describes the locked region.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> object that describes the locked region.</returns>
<summary>Locks a box on a volume texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of data to return. This can be a value type or any type that contains only value types.</param>
<param name="level">Value that specifies a level of the texture resource to lock.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="lockedVolume">A <see cref="T:Microsoft.DirectX.Direct3D.LockedBox" /> structure that describes the locked region.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> object that describes the locked region.</returns>
<summary>Locks a box on a volume texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of data to return. This can be a value type or any type that contains only value types.</param>
<param name="level">Value that specifies a level of the texture resource to lock.</param>
<param name="box">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that indicates the region to lock. Omitting this parameter locks the entire volume level.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> object that describes the locked region.</returns>
<summary>Locks a box on a volume texture resource.</summary>
<param name="typeLock">A <see cref="T:System.Type" /> object that indicates the type of data to return. This can be a value type or any type that contains only value types.</param>
<param name="level">Value that specifies a level of the texture resource to lock.</param>
<param name="flags">Zero or more locking flags that describe the type of lock to perform. For this method, the valid flags are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoSystemLock" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<param name="ranks">Array of one to three <see cref="T:System.Int32" /> values that indicate the dimensions of the returning <see cref="T:System.Array" />.</param>
<returns>An <see cref="T:System.Array" /> object that describes the locked region.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object. This method supports the Microsoft® .NET Framework infrastructure and is not intended to be used directly in your code.</summary>
<param name="pInterface">Pointer to the <see cref="T:Microsoft.DirectX.PrivateImplementationDetails.IDirect3DVolumeTexture9" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.WasStillDrawingException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.WrongTextureFormatException" /> class.</summary>
<param name="info">A <see cref="T:System.Runtime.Serialization.SerializationInfo" /> object that holds all of the data needed to serialize or deserialize the object.</param>
<param name="context">A <see cref="T:System.Runtime.Serialization.StreamingContext" /> object that describes the source and destination serialized stream.</param>
<summary>Input vertices are treated as control points of a B-spline surface. In general, the generated surface does not contain the specified control vertices.</summary>
<summary>Input vertices are treated as a series of Bezier patches. The number of vertices specified must be divisible by 3 + 1; portions of the mesh beyond this criterion are not rendered. Full continuity is assumed between sub-patches in the interior of the surface rendered by each call. Only the vertices at the corners of each sub-patch are guaranteed to lie on the resulting surface.</summary>
<summary>Inverted constant color blending factor used by the frame-buffer blender. This blend mode is supported only if the <see cref="T:Microsoft.DirectX.Direct3D.BlendCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.BlendCaps.SupportsBlendFactor" /> property is set to true.</summary>
<summary>Constant color blending factor used by the frame-buffer blender. This blend mode is supported only if the <see cref="T:Microsoft.DirectX.Direct3D.BlendCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.BlendCaps.SupportsBlendFactor" /> property is set to true.</summary>
<summary>Source blend factor is (1 - As, 1 - As, 1 - As, 1 - As), and destination blend factor is (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only if the <see cref="T:Microsoft.DirectX.Direct3D.RenderStateManager" />.<see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.SourceBlend" /> property is set to true.</summary>
<summary>Obsolete. To achieve the same effect, set the source and destination blend factors to <see cref="F:Microsoft.DirectX.Direct3D.Blend.SourceAlpha" /> and <see cref="F:Microsoft.DirectX.Direct3D.Blend.InvSourceAlpha" /> in separate calls.</summary>
<summary>Specifies the buffer to use when calling the <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Clear" /> method.</summary>
<summary>Indicates to the Microsoft® Direct3D® runtime not to alter the focus window in any way. Use with caution! The burden of supporting focus management events (alt-tab, etc.) falls on the application, and appropriate responses (switching display mode, etc.) should be coded.</summary>
<summary>Specifies that resources be managed by Microsoft® Direct3D® instead of the driver. Microsoft® Direct3D® calls will fail for resource errors such as insufficient video memory.</summary>
<summary>The application requests that the device drive all heads that the master adapter owns (this flag is illegal on non-master adapters). If the flag is set, the presentation parameters passed to <see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> should be an array of <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" /> that contains exactly <see cref="P:Microsoft.DirectX.Direct3D.Caps.NumberOfAdaptersInGroup" /> elements. The runtime assigns each element to each head in <see cref="P:Microsoft.DirectX.Direct3D.Caps.AdapterOrdinalInGroup" /> numeric order.</summary>
<summary>Specifies that resources be managed by Microsoft® Direct3D® instead of the driver. Microsoft® Direct3D® calls will not fail for resource errors such as insufficient video memory.</summary>
<summary>Specifies that Microsoft® Direct3D® not support Get calls for anything that can be stored in a state block. Also instructs Microsoft® Direct3D® to withhold emulation services for vertex processing, which means that if the device does not support vertex processing, the application can use only post-transformed vertices.</summary>
<summary>Indicates that the application requested multithread safety in Microsoft® Direct3D®. This causes Microsoft® Direct3D® to check its global critical section more frequently, which can degrade performance. In Microsoft® DirectX® 9.1 for Managed Code, this enumerated value is always specified unless the <see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.ForceNoMultiThreadedFlag" /> is set to true.</summary>
<summary>Indicates that the application needs either floating-point unit (FPU) exceptions or double-precision FPU exceptions enabled. By default, Microsoft® Direct3D® uses single precision.Because Microsoft® Direct3D® sets the FPU state every time it is called, setting this flag reduces Microsoft® Direct3D® performance.</summary>
<summary>Looks up a pre-sampled displacement map. The input type must be set to <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Unused" />, and the stream index and stream offset must be set to 0. The output type for this operation is always <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float1" />. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled.</summary>
<summary>Looks up a displacement map. The input type can be <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float2" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float3" />, or <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float4" />. Only the .x and .y components are used for the texture map lookup. The output type is always <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float1" />. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled.</summary>
<summary>Copies out the u and v values at a point on the rectangle or triangle patch. This results in a 2-D float. The input type must be set to <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Unused" />; the output type is always <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float2" />. The input stream and offset also are unused, but must be set to 0.</summary>
<summary>Computes the normal at a point on the rectangle or triangle patch as the cross product of the two tangents. The input type can be any of the <see cref="T:Microsoft.DirectX.Direct3D.DeclarationType" /> float values, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Color" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Ubyte4" />, or <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Short4" />. The output type is always <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float3" />.</summary>
<summary>Computes the tangent at a point on the rectangle or triangle patch in the v direction. The input type can be <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float3" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float4" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Color" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Ubyte4" />, or <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Short4" />. The output type is always <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float3" />.</summary>
<summary>Computes the tangent at a point on the rectangle or triangle patch in the u direction. The input type can be <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float3" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float4" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Color" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Ubyte4" />, or <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Short4" />. The output type is always <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float3" />.</summary>
<summary>Default value. The tessellator copies the vertex data (or the spline data if it is operating on a patch) without performing additional calculations on it. The input and output types can be any value. When the tessellator is used, this element is interpolated; otherwise, vertex data is copied into the input register.</summary>
<summary>Four 16-bit floating-point values expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher.</summary>
<summary>Normalized 4-D unsigned short, expanded to (First byte/65535.0, second byte/65535.0, third byte/65535.0, fourth byte/65535.0). This type is valid for vertex shader version 2.0 or higher.</summary>
<summary>Normalized, 2-D unsigned short, expanded to (First byte/65535.0, second byte/65535.0, 0, 1). This type is valid for vertex shader version 2.0 or higher.</summary>
<summary>Normalized, 4-D signed short, expanded to (First byte/32767.0, second byte/32767.0, third byte/32767.0, fourth byte/32767.0). This type is valid for vertex shader version 2.0 or higher.</summary>
<summary>Normalized, 2-D signed short, expanded to (First byte/32767.0, second byte/32767.0, 0, 1). This type is valid for vertex shader version 2.0 or higher.</summary>
<summary>Type field in the declaration is unused. This is designed for use with <see cref="F:Microsoft.DirectX.Direct3D.DeclarationMethod.UV" /> and <see cref="F:Microsoft.DirectX.Direct3D.DeclarationMethod.LookUpPresampled" />.</summary>
<summary>4-D packed unsigned bytes, mapped to 0 to 1 range. Input is in <see cref="T:System.Int32" /> format (ARGB) expanded to (R, G, B, A).</summary>
<summary>Vertex data contains sampler data. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.Sample" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0) specifies the displacement value to look up. This flag can be used only with <see cref="F:Microsoft.DirectX.Direct3D.DeclarationMethod.LookUpPresampled" /> or <see cref="F:Microsoft.DirectX.Direct3D.DeclarationMethod.LookUp" />.</summary>
<summary>Vertex data contains fog data. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.Fog" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0) specifies a fog blend value to use after pixel shading is finished. This flag applies to pixel shaders prior to version ps_3_0.</summary>
<summary>Vertex data contains transformed position data. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.PositionTransformed" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0) specifies the transformed position. When a declaration that contains this flag is set, the pipeline does not perform vertex processing.</summary>
<summary>Single positive floating-point value. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.TessellateFactor" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation. For more information about the data type, see <see cref="F:Microsoft.DirectX.Direct3D.DeclarationType.Float1" />.</summary>
<summary>Texture coordinate data. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.TextureCoordinate" />, n) specifies texture coordinates in fixed function vertex processing and in pixel shaders prior to ps_3_0. These coordinates can be used to pass user-defined data.</summary>
<summary>Blending indices data. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.BlendIndices" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0) specifies matrix indices for fixed function vertex processing using indexed paletted skinning.</summary>
<summary>Vertex data contains diffuse or specular color. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.Color" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0) specifies the diffuse color in the fixed function vertex shader and in pixel shaders prior to ps_3_0. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.Color" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 1) specifies the specular color in the fixed function vertex shader and in pixel shaders prior to ps_3_0.</summary>
<summary>Point size data. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.PointSize" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality.</summary>
<summary>Vertex normal data. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.Normal" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0) specifies vertex normals for fixed function vertex processing and the N-patch tessellator. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.Normal" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 1) specifies vertex normals for fixed function vertex processing for skinning.</summary>
<summary>Position data. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.Position" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 0 ) specifies the nontransformed position in fixed function vertex processing and the N-patch tessellator. (<see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.Position" /> with <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> = 1) specifies the nontransformed position in the fixed function vertex shader for skinning.</summary>
<summary>Microsoft® Direct3D® features are implemented in software; however, the reference rasterizer uses special CPU instructions whenever possible.</summary>
<summary>A 16-bit packed RGB format analogous to YUY2 (Y0U0, Y1V0, Y2U2, etc.). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, and each has a unique green component (G0R0, G1B0, G2R2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the range of 0.f to 1.f and treat it as the YUY2 texture. Hardware that exposes this format must have <see cref="P:Microsoft.DirectX.Direct3D.Caps.PixelShader1xMaxValue" /> set to a value capable of handling that range.</summary>
<summary>A 16-bit packed RGB format analogous to UYVY (U0Y0, V0Y1, U2Y2, etc.). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, and each has a unique green component (R0G0, B0G1, R2G2, etc.). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed function pixel shader, the hardware should normalize to the range of 0.f to 1.f and treat it as the YUY2 texture. Hardware that exposes this format must have <see cref="P:Microsoft.DirectX.Direct3D.Caps.PixelShader1xMaxValue" /> set to a value capable of handling that range.</summary>
<summary>A 32-bit normal compression format. The texture sampler computes the C channel from the signed most significant byte and least significant byte values.</summary>
<summary>Light is a spotlight source. It is similar to a point light, except that the area of illumination is limited to a cone. This light type has a direction and several other parameters that determine the shape of the cone it produces. For more information, see the <see cref="T:Microsoft.DirectX.Direct3D.Light" /> class.</summary>
<summary>The application overwrites every location within the region being locked, using a write-only operation. This is a valid option when using dynamic textures, dynamic vertex buffers, and dynamic index buffers. For vertex and index buffers, the application discards the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall. For textures, the application overwrites every location within the region being locked, using a write-only operation.</summary>
<summary>The application is allowed to gain back CPU cycles if the driver cannot lock the surface immediately. When this is the case, the lock call throws <see cref="T:Microsoft.DirectX.Direct3D.WasStillDrawingException" />. This flag can be used only when calling <see cref="T:Microsoft.DirectX.Direct3D.Surface" />.<see cref="M:Microsoft.DirectX.Direct3D.Surface.LockRectangle" /> on surfaces created using <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.CreateOffscreenPlainSurface(System.Int32,System.Int32,Microsoft.DirectX.Direct3D.Format,Microsoft.DirectX.Direct3D.Pool)" />, <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.CreateRenderTarget(System.Int32,System.Int32,Microsoft.DirectX.Direct3D.Format,Microsoft.DirectX.Direct3D.MultiSampleType,System.Int32,System.Boolean)" />, or <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.CreateDepthStencilSurface(System.Int32,System.Int32,Microsoft.DirectX.Direct3D.DepthFormat,Microsoft.DirectX.Direct3D.MultiSampleType,System.Int32,System.Boolean)" />. It also can be used with a back buffer.</summary>
<summary>By default, a lock on a resource adds a dirty region to that resource. This flag prevents any changes to the dirty state of the resource. Applications should use this flag when they have additional information about the set of regions changed during the lock operation.</summary>
<summary>By default, a video memory lock reserves a system-wide critical section, guaranteeing that no display mode changes will occur for the duration of the lock. This flag prevents the system-wide critical section from being held while the lock is on. While the lock operation is time-consuming, it enables the system to perform other duties, such as moving the mouse cursor. This flag is useful for locks of long duration; for example, locking the back buffer for software rendering that otherwise would slow the system.</summary>
<summary>The application is guaranteed not to overwrite any data in the vertex and index buffers. This flag allows the driver to return immediately and continue rendering, using this vertex buffer. If the flag is not used, the driver must finish rendering before returning from locking.</summary>
<summary>The application does not write to the buffer. This flag enables resources stored in non-native formats to save the recompression step when unlocking.</summary>
<summary>Specifies no full-scene multisampling, and enables swap effects other than <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.SwapEffect.Discard" />.</summary>
<summary>Resources are placed in system RAM and do not need to be re-created when a device is lost. These resources are not bound by device size or format restrictions; therefore, they cannot be accessed by the Microsoft® Direct3D® device or set as textures or render targets. They can, however, always be created, locked, and copied.</summary>
<summary>Resources consume system RAM but do not reduce pageable RAM. System memory is not typically accessible by the 3-D device. These resources do not need to be re-created when a device is lost. They can be locked and also used as the source for a <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateSurface" /> or <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateTexture(Microsoft.DirectX.Direct3D.BaseTexture,Microsoft.DirectX.Direct3D.BaseTexture)" /> operation to a memory resource created with <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" />.</summary>
<summary>Resources are copied automatically to device-accessible memory as needed. Managed resources are backed by system memory and do not need to be re-created when a device is lost. For more information, see <see cref="O:ManagingResources" />.</summary>
<summary>Resources are placed in the memory pool most appropriate for the set of usages requested for the given resource. This is usually video memory, including both local video memory and accelerated graphics port memory. The <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" /> pool is separate from <see cref="F:Microsoft.DirectX.Direct3D.Pool.Managed" /> and <see cref="F:Microsoft.DirectX.Direct3D.Pool.SystemMemory" />, and it specifies that the resource be placed in the preferred memory for device access. Note that <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" /> never indicates that either <see cref="F:Microsoft.DirectX.Direct3D.Pool.Managed" /> or <see cref="F:Microsoft.DirectX.Direct3D.Pool.SystemMemory" /> should be chosen as the memory pool type for this resource. Textures placed in the <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" /> pool cannot be locked unless they are dynamic textures or private four-character code (FOURCC) driver formats. Accessing unlockable textures requires the use of functions such as <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateSurface" /> or <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateTexture(Microsoft.DirectX.Direct3D.BaseTexture,Microsoft.DirectX.Direct3D.BaseTexture)" />. <see cref="F:Microsoft.DirectX.Direct3D.Pool.Managed" /> is probably a better choice than <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" /> for most applications. Some textures can be locked; for example, those created in driver proprietary pixel formats that are unknown to the Microsoft® Direct3D® runtime. Swap-chain back buffers, render targets, vertex buffers, and index buffers can be locked. When a device is lost, resources created using <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" /> must be disposed of before calling <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Reset(Microsoft.DirectX.Direct3D.PresentParameters[])" />. Microsoft® DirectX® 9.0 for Managed Code automatically handles disposal of resources that need it, provided the <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="P:Microsoft.DirectX.Direct3D.Device.IsUsingEventHandlers" /> property is set to true (the default setting). For more information, see <see cref="O:LostDevices" />.</summary>
<summary>Defines flags that allow the application to request that the <see cref="T:Microsoft.DirectX.Direct3D.SwapChain" />.<see cref="M:Microsoft.DirectX.Direct3D.SwapChain.Present" /> return immediately when the driver reports that it cannot schedule a presentation.</summary>
<summary>Performs gamma correction from linear space to sRGB for windowed swap chains. This flag takes effect only when the driver exposes <see cref="P:Microsoft.DirectX.Direct3D.DriverCaps.SupportsLinearToSrgbPresentation" />.</summary>
<summary>Performs the presentation operation without waiting. If the hardware is busy processing or waiting for a VSYNC interval, the method throws <see cref="T:Microsoft.DirectX.Direct3D.WasStillDrawingException" />.</summary>
<summary>Defines flags that control a <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation.</summary>
<summary>Clips a windowed <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" />blit into the window client area, within the monitor screen area of the video adapter that created the Microsoft® Direct3D® device. This flag works only on Microsoft® Windows® 2000 and Microsoft® Windows® XP.</summary>
<summary>Enables z-buffer discarding if set when the device or swap chain is created. When this flag is set, the contents of the depth stencil buffer are invalid after either <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> or <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="P:Microsoft.DirectX.Direct3D.Device.DepthStencilSurface" /> are called. Discarding z-buffer data can increase performance and is dependent on the driver. The debug runtime enforces discarding by clearing the z-buffer to some constant value after calling either <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> or <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="P:Microsoft.DirectX.Direct3D.Device.DepthStencilSurface" /> with a different depth surface. Discarding z-buffer data is illegal for all lockable formats, <see cref="F:Microsoft.DirectX.Direct3D.DepthFormat.D16Lockable" />, and <see cref="T:Microsoft.DirectX.Direct3D.DepthFormat" />. Using <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> to specify a lockable format and z-buffer discarding will result in failure. For more information about formats, see <see cref="T:Microsoft.DirectX.Direct3D.Format" />.</summary>
<summary>Gives the application the ability to lock the back buffer directly. Note that back buffers are not lockable unless the application specifies <see cref="F:Microsoft.DirectX.Direct3D.PresentFlag.LockableBackBuffer" /> when calling <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.#ctor" /> or <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Reset(Microsoft.DirectX.Direct3D.PresentParameters[])" />. Lockable back buffers incur a performance cost on some graphics hardware configurations. Performing a lock operation (or using <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.UpdateSurface" /> to write on the lockable back buffer) decreases performance on many cards. In this case, consider using textured triangles to move data to the back buffer.</summary>
<summary>Defines flags that describe the relationship between the adapter refresh rate and the rate at which <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operations are completed.</summary>
<summary>The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operations might be affected immediately. This option is always available for both windowed and full-screen swap chains.</summary>
<summary>The driver waits for the vertical retrace period. <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operations are not affected more frequently than every fourth screen refresh. Check the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.PresentationIntervals" /> property to determine whether the driver supports this option.</summary>
<summary>The driver waits for the vertical retrace period. <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operations are not affected more frequently than every third screen refresh. Check the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.PresentationIntervals" /> property to determine whether the driver supports this option.</summary>
<summary>The driver waits for the vertical retrace period. <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operations are not affected more frequently than every second screen refresh. Check the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.PresentationIntervals" /> property to determine whether the driver supports this option.</summary>
<summary>The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operations are not affected more frequently than the screen refresh rate; the runtime completes one <see cref="T:Microsoft.DirectX.Direct3D.Device" />.<see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains.</summary>
<summary>Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle. Back face culling is affected by the current winding-order render state.</summary>
<summary>Renders the vertices as a list of isolated straight line segments. Calls that use this primitive type fail if the count is less than two or is odd.</summary>
<summary>This query result is true if the values from <see cref="F:Microsoft.DirectX.Direct3D.QueryType.TimeStamp" /> queries cannot be guarenteed to be continuous throughout the duration of the <see cref="F:Microsoft.DirectX.Direct3D.QueryType.TimeStampDisjoint" /> query. Otherwise, the query result is false.</summary>
<summary>This query notifies an application if the counter frequency has changed from the <see cref="F:Microsoft.DirectX.Direct3D.QueryType.TimeStamp" />.</summary>
<summary>Queries for the number of pixels that pass z-testing. These pixels are for primitives drawn between <see cref="F:Microsoft.DirectX.Direct3D.IssueFlags.Begin" /> and <see cref="F:Microsoft.DirectX.Direct3D.IssueFlags.End" />. This option enables an application to check the occlusion result against zero. Zero is fully occluded, which means the pixels are not visible from the current camera position.</summary>
<summary>Controls the distance-based size attenuation for point primitives. The default value is 1.0f.This render state is active only when <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.PointScaleEnable" /> is set to true. The range for this value is greater than or equal to 0.0f.</summary>
<summary>Controls how point sprites are rendered. When set to true, texture coordinates of point sprites are set so that full textures are mapped on each point. When set to false, the vertex texture coordinates are used for the entire point.The default value is false.</summary>
<summary>Controls how point sprites are rendered. When set to true, texture coordinates of point sprites are set so that full textures are mapped on each point. When set to false, the vertex texture coordinates are used for the entire point.The default value is false.</summary>
<summary>Specifies the minimum size to which point sprites can be set. The default value is 1.0f. The range for this value is greater than or equal to 0.0f.Point sprites are clamped to the specified size during rendering. Setting the size to less than 1.0 results in points dropping out, if the point does not cover a pixel center and antialiasing is disabled.Points also will drop out if the size is less than 1.0, if they are being rendered with reduced intensity, and if antialiasing is enabled.</summary>
<summary>Emissive color source for lighting calculations. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.ColorSource" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.ColorSource.ColorSource.Material" />.</summary>
<summary>Ambient color source for lighting calculations. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.ColorSource" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.ColorSource.ColorSource.Material" />.</summary>
<summary>Specular color source for lighting calculations. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.ColorSource" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.ColorSource.ColorSource.Color2" />.</summary>
<summary>Diffuse color source for lighting calculations. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.ColorSource" /> enumerated type. The default value is <see cref="F:Microsoft.DirectX.Direct3D.ColorSource.ColorSource.Color1" />. The value for this render state is used only if <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ColorVertex" /> is set to true.</summary>
<summary>Enables or disables automatic normalization of vertex normals. Set to true to enable normalization of vertex normals, or false to disable it. The default value is false.Enabling this feature causes the system to normalize the vertex normals for vertices after transforming them to camera space, an operation that can slow down the system.</summary>
<summary>Specifies whether to use camera-relative specular highlights or orthogonal specular highlights. Set to true to enable camera-relative specular highlights, or false to use orthogonal specular highlights. The default value is true. Applications that use orthogonal projection should specify false.</summary>
<summary>Enables or disables per-vertex color. Set to true to enable per-vertex color, or false to disable it. The default value is true.Enabling per-vertex color allows the system to include the color defined for individual vertices in its lighting calculations. For more information, see the following topics.<see cref="F:Microsoft.DirectX.Direct3D.RenderStates.AmbientMaterialSource" /><see cref="F:Microsoft.DirectX.Direct3D.RenderStates.DiffuseMaterialSource" /><see cref="F:Microsoft.DirectX.Direct3D.RenderStates.EmissiveMaterialSource" /><see cref="F:Microsoft.DirectX.Direct3D.RenderStates.SpecularMaterialSource" /></summary>
<summary>The fog formula to use for vertex fog. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.FogMode" /> enumeration. The default fog mode is <see cref="F:Microsoft.DirectX.Direct3D.FogMode.FogMode.None" />. See <see cref="O:Fog" />.</summary>
<summary>Ambient light color. This value is a <see cref="T:System.Drawing.Color" /> object that specifies the ambient color value. The default value is 0.</summary>
<summary>Enables or disables Microsoft® Direct3D® lighting. Set to true to enable Microsoft® Direct3D® lighting, or false to disable it. The default value is true.Only vertices that include a vertex normal are properly lit; vertices that do not contain a vertex normal employ a dot product of 0 in all lighting calculations.</summary>
<summary>Enables or disables primitive clipping by Microsoft® Direct3D®. Set to true to enable primitive clipping, or false to disable it. The default value is true.</summary>
<summary>Texture-wrapping behavior for multiple sets of texture coordinates.Valid values for this render state can be any combination of <see cref="F:Microsoft.DirectX.Direct3D.WrapCoordinates.WrapCoordinates.Zero" /> (or <see cref="F:Microsoft.DirectX.Direct3D.Wrap.Wrap.U" />), <see cref="F:Microsoft.DirectX.Direct3D.WrapCoordinates.WrapCoordinates.One" /> (or <see cref="F:Microsoft.DirectX.Direct3D.Wrap.Wrap.V" />), <see cref="F:Microsoft.DirectX.Direct3D.WrapCoordinates.WrapCoordinates.Two" /> (or <see cref="F:Microsoft.DirectX.Direct3D.Wrap.Wrap.W" />), and <see cref="F:Microsoft.DirectX.Direct3D.WrapCoordinates.WrapCoordinates.Three" />. These cause the system to wrap in the direction of the first, second, third, and fourth dimensions, sometimes referred to as the s, t, r, and q directions, for a given texture.The default value for this render state is 0 (wrapping disabled in all directions).</summary>
<summary>Specifies the color used for multiple-texture blending with the <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.TFactor" /> texture blending argument or the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BlendFactorAlpha" /> texture blending operation. The default value is 0.</summary>
<summary>Specifies the stencil mask to apply to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default mask is 0xFFFFFFFF.</summary>
<summary>Specifies the comparison function to use for the stencil test. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.Compare" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.Compare.Compare.Always" />.The comparison function is used to compare the reference value to a stencil buffer entry. This comparison applies only to the bits in the reference value and stencil buffer entry that are set in the stencil mask (by <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.StencilMask" />).If the comparison is true, the stencil test passes.</summary>
<summary>Specifies the stencil operation to perform if both the stencil test and the depth test (z-test) pass. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.StencilOperation.StencilOperation.Keep" />.</summary>
<summary>Specifies the stencil operation to perform if the stencil test passes and the depth test (z-test) fails. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.StencilOperation.StencilOperation.Keep" />.</summary>
<summary>Specifies the stencil operation to perform if the stencil test fails. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.StencilOperation.StencilOperation.Keep" />.</summary>
<summary>Enables or disables range-based vertex fog. Set to true to enable range-based vertex fog, or false to use depth-based fog. The default value is false.In range-based fog, the distance of an object from the viewer is used to compute fog effects, not the depth of the object (that is, the z-coordinate) in the scene. All fog methods work as usual, except that they use range instead of depth in the computations. See <see cref="O:Fog" />.Range is the correct factor to use for fog computations, but depth is commonly used instead because it is generally already available, and range is resource-intensive to compute. Using depth to calculate fog has the undesirable effect of making the fogginess of peripheral objects change as the viewer's eye moves; in this case, the depth changes and the range remains constant. Because no hardware currently supports per-pixel range-based fog, range correction is offered only for <see cref="O:VertexFog" />.</summary>
<summary>Fog density for pixel or vertex fog used in exponential fog modes. Valid fog density values range from 0.0 through 1.0. The default value is 1.0. See <see cref="O:Fog" />.</summary>
<summary>The depth at which pixel or vertex fog effects end for linear fog mode. The default value is 1.0f.Depth is specified in world space for vertex fog, and in either device space [0.0, 1.0] or world space for pixel fog. For pixel fog, these values are in device space when the system uses z for fog calculations, or in world space when the system uses eye-relative fog (w-fog). See <see cref="O:Fog" />.</summary>
<summary>The depth at which pixel or vertex fog effects begin for linear fog mode. The default value is 0.0f.Depth is specified in world space for vertex fog, and in either device space [0.0, 1.0] or world space for pixel fog. For pixel fog, these values are in device space when the system uses z for fog calculations, or in world space when the system uses eye-relative fog (w-fog). See <see cref="O:Fog" />.</summary>
<summary>The fog formula to use for pixel fog. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.FogMode" /> enumeration. The default fog mode is <see cref="F:Microsoft.DirectX.Direct3D.FogMode.FogMode.None" />. See <see cref="O:Fog" />.</summary>
<summary>Enables or disables specular highlights. Set to true to enable specular highlights, or false to disable them. The default value is false.Specular highlights are calculated as though every vertex in the object being lit is at the object's origin. This gives the expected results as long as the object is modeled around the origin and the distance from the light to the object is relatively large. In other cases, the results are undefined.When this state is set to true, the specular color is added to the base color after the texture cascade but before alpha blending.</summary>
<summary>Enables or disables fog blending. Set to true to enable fog blending, or false to disable it. The default value is false. See <see cref="O:Fog" />.</summary>
<summary>Set to true to enable alpha-blended transparency, or false to disable it.The default value is false. The type of alpha blending is determined by the <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.SourceBlend" /> and <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.DestinationBlend" /> render states.</summary>
<summary>A member of the <see cref="T:Microsoft.DirectX.Direct3D.Compare" /> enumeration that represents the alpha comparison function.The default value is <see cref="F:Microsoft.DirectX.Direct3D.Compare.Compare.Always" />.The <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.AlphaFunction" /> member enables an application to accept or reject a pixel based on its alpha value.</summary>
<summary>Specifies a reference alpha value against which pixels are tested when alpha testing is enabled. The default value is 0. Values can range from 0x00000000 to 0x000000FF.</summary>
<summary>Specifies the comparison function for the z-buffer test. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.Compare" /> enumeration.The depth value of the pixel is compared to the depth-buffer value. If the depth value of the pixel passes the comparison function, the pixel is written.</summary>
<summary>Specifies how back-facing triangles are culled, if at all. Set to a member of the <see cref="T:Microsoft.DirectX.Direct3D.Cull" /> enumeration that specifies the culling mode. The default value is <see cref="F:Microsoft.DirectX.Direct3D.Cull.Cull.CounterClockwise" />.</summary>
<summary>Contains a member of the <see cref="T:Microsoft.DirectX.Direct3D.Blend" /> enumeration that represents the destination . The default value is <see cref="F:Microsoft.DirectX.Direct3D.Blend.Blend.Zero" />.</summary>
<summary>Contains a member of the <see cref="T:Microsoft.DirectX.Direct3D.Blend" /> enumeration that represents the source . The default value is <see cref="F:Microsoft.DirectX.Direct3D.Blend.Blend.One" />.</summary>
<summary>Enables or disables drawing of the last pixel in a line. Set to true to enable drawing of the last pixel in a line, or false to prevent it. The default value is true.</summary>
<summary>Enables a per-pixel alpha test. Set to true to enable per-pixel alpha testing, or false to disable it.If the test passes, the pixel is processed by the frame buffer. Otherwise, all frame-buffer processing is skipped for the pixel.The test is done by comparing the incoming alpha value with the reference alpha value, using the comparison function provided by <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.AlphaFunction" />. The reference alpha value is determined by the value set for <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ReferenceAlpha" />.The default value is false.</summary>
<summary>Set to true to enable writing to the depth buffer, or false to disable it.The default value is true.This member enables an application to prevent the system from updating the depth buffer with new depth values.If false, depth comparisons are still made according to the render state <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ZBufferFunction" />, assuming that depth buffering is taking place, but depth values are not written to the buffer.</summary>
<summary>Value used to select the arithmetic operation applied to separate alpha blend when the render state, <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" />, is set to true.Valid values are defined by the <see cref="T:Microsoft.DirectX.Direct3D.BlendOperation" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.BlendOperation.BlendOperation.Add" />.If the <see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsBlendOperation" /> device capability is not supported, <see cref="F:Microsoft.DirectX.Direct3D.BlendOperation.BlendOperation.Add" /> is performed.</summary>
<summary>A member of the <see cref="T:Microsoft.DirectX.Direct3D.Blend" /> enumeration that represents the destination .This value is ignored unless <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> is true.The default value is <see cref="F:Microsoft.DirectX.Direct3D.Blend.Blend.Zero" />.</summary>
<summary>A member of the <see cref="T:Microsoft.DirectX.Direct3D.Blend" /> enumeration that represents the source .This value is ignored unless <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> is true.The default value is <see cref="F:Microsoft.DirectX.Direct3D.Blend.Blend.One" />.</summary>
<summary>Enables or disables the separate for the alpha channel. Set to true to enable separate alpha blend, or false disable it. The default value is false.When set to false, the render targetblending factors and operations applied to alpha are forced to be the same as those defined for color. This mode is effectively hardwired to false on implementations that do not set <see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsSeparateAlphaBlend" />.The type of separate alpha blending is determined by <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.SourceBlendAlpha" /> and <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.DestinationBlendAlpha" />.</summary>
<summary>Sets or retrieves the depth bias for polygons.The <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.DepthBias" /> value is an integer in the range of 0 through 16 which causes polygons that are physically coplanar to appear separate. Polygons with a high z-bias value appear in front of polygons with a low value, without requiring sorting for drawing order. For example, polygons with a value of 1 appear in front of polygons with a value of 0.</summary>
<summary>Enables render-target writes to be gamma corrected to sRGB. Set to true to enable sRGB writes, or false to disable them. The default value is false.</summary>
<summary>A <see cref="T:System.Drawing.Color" /> object used for a constant blend factor during alpha blending.<see cref="F:Microsoft.DirectX.Direct3D.RenderStates.BlendFactor" /> member is available if <see cref="P:Microsoft.DirectX.Direct3D.BlendCaps.SupportsBlendFactor" /> is set in <see cref="P:Microsoft.DirectX.Direct3D.Caps.SourceBlendCaps" /> or <see cref="P:Microsoft.DirectX.Direct3D.Caps.DestinationBlendCaps" /> for the device.</summary>
<summary>Additional <see cref="T:Microsoft.DirectX.Direct3D.ColorWriteEnable" /> values for a device. See <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ColorWriteEnable" />.<see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ColorWriteEnable3" /> is available if <see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsIndependentWriteMasks" /> is set in <see cref="P:Microsoft.DirectX.Direct3D.Caps.PrimitiveMiscCaps" /> for the device.</summary>
<summary>Additional <see cref="T:Microsoft.DirectX.Direct3D.ColorWriteEnable" /> values for a device. See <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ColorWriteEnable" />.<see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ColorWriteEnable2" /> is available if <see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsIndependentWriteMasks" /> is set in <see cref="P:Microsoft.DirectX.Direct3D.Caps.PrimitiveMiscCaps" /> for the device.</summary>
<summary>Additional <see cref="T:Microsoft.DirectX.Direct3D.ColorWriteEnable" /> values for a device. See <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ColorWriteEnable" />.<see cref="F:Microsoft.DirectX.Direct3D.RenderStates.ColorWriteEnable1" /> is available if <see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsIndependentWriteMasks" /> is set in <see cref="P:Microsoft.DirectX.Direct3D.Caps.PrimitiveMiscCaps" /> for the device.</summary>
<summary>The comparison function used by the counterclockwise (CCW) stencil test. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.Compare" /> enumeration.The test passes if ((ref & mask) stencil_compare_function (stencil & mask)) == true.</summary>
<summary>The <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> to perform if both counterclockwise (CCW) stencil and z-tests pass. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.StencilOperation.StencilOperation.Keep" />.</summary>
<summary>The <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> to perform if the counterclockwise (CCW) stencil test passes and the z-test fails. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.StencilOperation.StencilOperation.Keep" />.</summary>
<summary>The <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> to perform if the counterclockwise (CCW) stencil test fails. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.StencilOperation.StencilOperation.Keep" />.</summary>
<summary>Enables or disables two-sided stenciling. Set to true to enable two-sided stenciling, or false to disable it.The application should set <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.CullMode" /> to <see cref="F:Microsoft.DirectX.Direct3D.Cull.Cull.None" /> to enable two-sided stencil mode. If the triangle winding order is clockwise, the <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> operations are used. If the winding order is counterclockwise, the <see cref="T:Microsoft.DirectX.Direct3D.RenderStates" /> operations are used. See <see cref="T:Microsoft.DirectX.Direct3D.StencilOperation" /></summary>
<summary>Enables or disables adaptive tessellation. Set to true to enable adaptive tessellation, or false to disable it. The default value is false.</summary>
<summary>Set to true to enable antialiasing of lines, or false to disable it. The default value is false.The <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.AntialiasedLineEnable" /> member applies to triangles drawn in wireframe mode as well as line-drawing primitive types.When rendering to a multisample render target, this render state is ignored, and all lines are rendered aliased. For antialiased line rendering in multisample render targets, use a <see cref="T:Microsoft.DirectX.Direct3D.Line" /> object, which generates textured polygons.</summary>
<summary>Used to determine how much bias can be applied to coplanar primitives to reduce z-fighting. The default value is 0.bias = (max * SlopeScaleDepthBias) + DepthBiaswhere max is the maximum depth slope of the triangle being rendered. See <see cref="O:DepthBuffers" />.</summary>
<summary>The degree of interpolation (linear, cubic, quadratic, or quintic) using the N-patch normal. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.DegreeType" /> enumeration. The default render state is <see cref="F:Microsoft.DirectX.Direct3D.DegreeType.DegreeType.Linear" />.</summary>
<summary>The N-patch position interpolation degree. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.DegreeType" /> enumeration that specifies the degree. The default value is <see cref="F:Microsoft.DirectX.Direct3D.DegreeType.DegreeType.Cubic" />.The <see cref="F:Microsoft.DirectX.Direct3D.DegreeType.DegreeType.Linear" /> value also can be used.</summary>
<summary>A value used to select the arithmetic operation to apply when the alpha blend render state, <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.AlphaBlendEnable" /> is set to true.Valid values are defined by the <see cref="T:Microsoft.DirectX.Direct3D.BlendOperation" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.BlendOperation.BlendOperation.Add" />.If the <see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsBlendOperation" /> device capability is not supported, <see cref="F:Microsoft.DirectX.Direct3D.BlendOperation.BlendOperation.Add" /> is performed.</summary>
<summary>Enables a per-channel write for the render target color buffer. Valid values for this render state can be any combination of <see cref="T:Microsoft.DirectX.Direct3D.ColorWriteEnable" /> enumeration members.</summary>
<summary>Enables or disables indexed vertex blending. Set to true to enable indexed vertex blending, or false to disable it. The default value is false.When indexed vertex blending is disabled and vertex blending is enabled through <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.VertexBlend" />, it is equivalent to having matrix indices 0, 1, 2, and 3 in every vertex. If indexed vertex blending is enabled (set to true), the user must pass matrix indices with every vertex.</summary>
<summary>Specifies the maximum size to which point sprites can be set. The default value is 64.0f. The value must be less than or equal to <see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxPointSize" /> and greater than or equal to <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.PointSizeMin" />.</summary>
<summary>Enables or disables the debug monitor token. Set to true to enable the debug monitor, or false to disable it. Should be set only for debugging the monitor and is useful for debug builds only.The default value for the debug monitor is true.</summary>
<summary>The tessellation mode for patch edges. Valid value are from the <see cref="T:Microsoft.DirectX.Direct3D.PatchEdge" /> enumeration. The default render state is <see cref="F:Microsoft.DirectX.Direct3D.PatchEdge.PatchEdge.Discrete" />.Using the <see cref="F:Microsoft.DirectX.Direct3D.PatchEdge.PatchEdge.Continuous" /> tessellation mode helps reduce rendering artifacts.</summary>
<summary>Enables use of a multisample buffer as an accumulation buffer. The default value is 0xFFFFFFFF.This render state allows multipass rendering of geometry, in which each pass updates a subset of samples. The state has no effect when rendering to a single sample buffer.Each bit in the <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.MultisampleMask" />, starting at the least significant bit (LSB), controls modification of one of the samples in a multisample render target. Thus, for an 8-sample render target, the low byte contains the eight write enables for each of the eight samples. This property enables use of a multisample buffer as an accumulation buffer. If there are n multisamples and k enabled samples, the resulting intensity of the rendered image should be k/n. Each component RGB of every pixel is factored by k/n. See <see cref="T:Microsoft.DirectX.Direct3D.MultiSampleType" /></summary>
<summary>Determines how individual samples are computed when using a multisample render target buffer.When set to true, the multiple samples are computed so that full-scene antialiasing is performed by sampling at different sample positions for each multiple sample.When set to false, the multiple samples are all written with the same sample value, sampled at the pixel center, which allows non-antialiased rendering to a multisample buffer. The default value is true. This render state has no effect when rendering to a single sample buffer.</summary>
<summary>Controls the distance-based size attenuation for point primitives. The default value is 1.0f.This render state is active only when <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.PointScaleEnable" /> is set to true. The range for this value is greater than or equal to 0.0f.</summary>
<summary>Controls the distance-based size attenuation for point primitives. The default value is 1.0f.This render state is active only when <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.PointScaleEnable" /> is set to true. The range for this value is greater than or equal to 0.0f.</summary>
<summary>Enables or disables user-defined clipping planes. Valid values are any DWORD in which the status of each bit (set or not set) toggles the activation state of a corresponding user-defined clipping plane. The default value is 0.The least significant bit (bit 0) controls the first clipping plane at index 0, and subsequent bits control the activation of clipping planes at higher indexes. If a bit is set, the system applies the appropriate clipping plane during scene rendering.</summary>
<summary>Specifies the number of matrices to use to perform geometry blending. Valid values are members of the <see cref="T:Microsoft.DirectX.Direct3D.VertexBlend" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.VertexBlend.VertexBlend.Disable" />.</summary>
<summary>Specifies the shade mode to use for rendering. Valid values are from the <see cref="T:Microsoft.DirectX.Direct3D.ShadeMode" /> enumeration. The default value is <see cref="F:Microsoft.DirectX.Direct3D.ShadeMode.ShadeMode.Gouraud" />.</summary>
<summary>Specifies the size to use for point size computation in cases in which point size is not specified for each vertex. The default value is 1.0f.This value is not used when the vertex contains a point size. The value is defined in screen space units if <see cref="F:Microsoft.DirectX.Direct3D.RenderStates.PointScaleEnable" /> is set to false; otherwise, it is defined in world space units. The range for the value is greater than or equal to 0.0f.</summary>
<summary>A value from the <see cref="T:Microsoft.DirectX.Direct3D.FillMode" /> enumeration that represents the fill mode to apply. The default value is <see cref="F:Microsoft.DirectX.Direct3D.FillMode.FillMode.Solid" />.</summary>
<summary>The level of detail (LOD) index of the largest map to use. Index values range from 0 to (n-1) where 0 is the largest map. The default value is zero.</summary>
<summary>Texture-address mode for the w coordinate. The default value is <see cref="F:Microsoft.DirectX.Direct3D.TextureAddress.TextureAddress.Wrap" />. See <see cref="T:Microsoft.DirectX.Direct3D.TextureAddress" />.</summary>
<summary>Texture-address mode for the v coordinate. The default value is <see cref="F:Microsoft.DirectX.Direct3D.TextureAddress.TextureAddress.Wrap" />. See <see cref="T:Microsoft.DirectX.Direct3D.TextureAddress" />.</summary>
<summary>Texture-address mode for the u coordinate. The default value is <see cref="F:Microsoft.DirectX.Direct3D.TextureAddress.TextureAddress.Wrap" />. See <see cref="T:Microsoft.DirectX.Direct3D.TextureAddress" />.</summary>
<summary>Minification filter. The default value is <see cref="F:Microsoft.DirectX.Direct3D.TextureFilter.TextureFilter.None" />. See <see cref="T:Microsoft.DirectX.Direct3D.TextureFilter" />.</summary>
<summary>Magnification filter. The default value is <see cref="F:Microsoft.DirectX.Direct3D.TextureFilter.TextureFilter.None" />. See <see cref="T:Microsoft.DirectX.Direct3D.TextureFilter" />.</summary>
<summary>Mipmap filter to use during minification. The default value is <see cref="F:Microsoft.DirectX.Direct3D.TextureFilter.TextureFilter.None" />. See <see cref="T:Microsoft.DirectX.Direct3D.TextureFilter" />.</summary>
<summary>Gouraud shading mode. The color and specular components of the face are determined by a linear interpolation between all three of the triangle's vertices.</summary>
<summary>Flat shading mode. The color and specular component of the first vertex in the triangle are used to determine the color and specular component of the face. These colors remain constant across the triangle; that is, they are not interpolated. The specular alpha is interpolated.</summary>
<summary>Captures all of the current lights, the current vertex shader and its constants, and the texture stage states specified by <see cref="T:Microsoft.DirectX.Direct3D.TextureCoordinateIndex" /> and <see cref="T:Microsoft.DirectX.Direct3D.TextureTransform" />.</summary>
<summary>When a swap chain is created with a swap effect of <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Flip" /> or <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Copy" />, the runtime guarantees that a <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation will not affect the content of any of the back buffers. However, meeting this guarantee can involve substantial video memory or processing overheads, especially when implementing flip semantics for a windowed swap chain or copy semantics for a full-screen swap chain. An application can use the <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Discard" /> swap effect to avoid these overheads and to enable the display driver to choose the most efficient presentation technique for the swap chain.<see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Discard" /> is also the only swap effect that can be used when specifying a value other than <see cref="F:Microsoft.DirectX.Direct3D.MultiSampleType.None" /> for <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="T:Microsoft.DirectX.Direct3D.MultiSampleType" />. Like a swap chain that uses <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Flip" />, a swap chain that uses <see cref="F:Microsoft.DirectX.Direct3D.SwapEffect.Discard" /> might include more than one back buffer, any of which can be accessed using <see cref="M:Microsoft.DirectX.Direct3D.Device.GetBackBuffer(System.Int32,System.Int32,Microsoft.DirectX.Direct3D.BackBufferType)" /> or <see cref="M:Microsoft.DirectX.Direct3D.SwapChain.GetBackBuffer(System.Int32,Microsoft.DirectX.Direct3D.BackBufferType)" />. The swap chain is essentially a queue where 0 always indexes the back buffer that will be displayed by the next <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation and from which buffers are discarded once they have been displayed. An application that uses this swap effect should update an entire back buffer before invoking a <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation that displays it. The debug version of the runtime overwrites the contents of discarded back buffers with random data, to enable developers to verify that their applications are updating the entire back buffer surface correctly. For a full-screen swap chain, the presentation rate is determined by the value assigned to <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.PresentationInterval" /> when the device or swap chain is created. Unless this value is <see cref="F:Microsoft.DirectX.Direct3D.PresentInterval.Immediate" />, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the presentation is implemented by means of copy operations, and always occurs immediately.</summary>
<summary>This swap effect can be specified only for a swap chain that comprises a single back buffer. Whether the swap chain is windowed or full-screen, the runtime guarantees the semantics implied by a copy-based <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation; specifically, that the operation leaves the content of the back buffer unchanged, instead of replacing it with the content of the front buffer as a flip-based <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation would. For a windowed swap chain, a <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation causes the back buffer content to be copied immediately to the client area of the target window. No attempt is made to synchronize the copy with the vertical retrace period of the display adapter, so tearing effects may be observed. For a full-screen swap chain, the runtime uses a combination of flip and copy operations, which are supported by hidden back buffers if necessary, to accomplish the <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation. Accordingly, the presentation is synchronized with the display adapter's vertical retrace and its rate is constrained by the chosen presentation interval. A swap chain specified with the <see cref="F:Microsoft.DirectX.Direct3D.PresentInterval.Immediate" /> flag is the only exception. (For more information, see <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.PresentationInterval" />.) In this case, a <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> operation copies the back buffer content directly to the front buffer without waiting for the vertical retrace.</summary>
<summary>The swap chain might include multiple back buffers and is essentially a circular queue that includes the front buffer. Within this queue, the back buffers are always numbered sequentially from 0 to (n - 1), where n is the number of back buffers, so that 0 denotes the least recently presented buffer. When <see cref="M:Microsoft.DirectX.Direct3D.Device.Present" /> is invoked, the queue is rotated so that the front buffer becomes the back buffer (n - 1), while the back buffer 0 becomes the new front buffer. For a full-screen swap chain, the presentation rate is determined by the value assigned to the <see cref="T:Microsoft.DirectX.Direct3D.PresentParameters" />.<see cref="P:Microsoft.DirectX.Direct3D.PresentParameters.PresentationInterval" /> when the device or swap chain is created. Unless this value is <see cref="F:Microsoft.DirectX.Direct3D.PresentInterval.Immediate" />, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the flipping is implemented by means of copy operations, and the presentation always occurs immediately.</summary>
<summary>Similar to <see cref="F:Microsoft.DirectX.Direct3D.TextureAddress.Mirror" /> and <see cref="F:Microsoft.DirectX.Direct3D.TextureAddress.Clamp" />. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. The most common usage is for volume textures, where support for the full <see cref="F:Microsoft.DirectX.Direct3D.TextureAddress.MirrorOnce" /> texture-addressing mode is not necessary, but the data is symmetrical around the one axis.</summary>
<summary>Similar to <see cref="F:Microsoft.DirectX.Direct3D.TextureAddress.Wrap" />, except that the texture is flipped at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again, and so on.</summary>
<summary>Tiles the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times. No mirroring is performed.</summary>
<summary>Replicate the alpha value to the color components. During sampling, <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.AlphaReplicate" /> acts as a read modifier.</summary>
<summary>Specifies a temporary register color for read or write. <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.Temp" /> is supported if the <see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsTextureStageStateArgumentTemp" /> device capability is present. The default value for the register is (0.0, 0.0, 0.0, 0.0). Permissions are read/write.</summary>
<summary>Specifies the texture factor set in the <see cref="T:Microsoft.DirectX.Direct3D.RenderStateManager" />.<see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.TextureFactor" /> property. Permissions are read-only.</summary>
<summary>Specifies the specular color interpolated from vertex components during Gouraud shading. If the vertex does not contain a specular color, the default color is 0xFFFFFFFF. Permissions are read-only.</summary>
<summary>Specifies the diffuse color interpolated from vertex components during Gouraud shading. If the vertex does not contain a diffuse color, the default color is 0xFFFFFFFF. Permissions are read-only.</summary>
<summary>Uses the reflection vector, transformed to camera space, as the input texture coordinate for the current stage's texture transformation. The reflection vector is computed from the input vertex position and normal vector.</summary>
<summary>Uses the vertex position, transformed to camera space, as the input texture coordinates for the current stage's texture transformation.</summary>
<summary>Uses the vertex normal, transformed to camera space, as the input texture coordinates for the current stage's texture transformation.</summary>
<summary>Anisotropic texture filtering used as a texture magnification or minification filter. This type of filtering compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen.</summary>
<summary>Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2x2 area of texels surrounding the desired pixel is used. The texture filter used between mipmap levels is trilinear mipmap interpolation, in which the rasterizer performs linear interpolation on pixel color, using the texels of the two nearest mipmap textures.</summary>
<summary>Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter used between mipmap levels is based on the nearest point; that is, the rasterizer uses the color from the texel of the nearest mipmap texture.</summary>
<summary>Performs linear interpolation between the second and third source arguments by a proportion specified in the first source argument. SRGBA = (Arg1) * Arg2 + (1- Arg1) * Arg3.</summary>
<summary>Performs a multiply-accumulate operation, in which it multiplies the last two arguments, adds them to the remaining input/source argument, and places that into the result. SRGBA = Arg1 + Arg2 *Arg3</summary>
<summary>Modulates the components of each argument as signed components, adds their products, and replicates the sum to all color channels, including alpha. This operation is supported for color and alpha operations. SRGBA = (Arg1R * Arg2R + Arg1G * Arg2G + Arg1B * Arg2B)</summary>
<summary>Performs per-pixel bump mapping, using the environment map in the next texture stage with luminance. This operation is supported only for color operations (<see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ColorOperation" />).</summary>
<summary>Performs bump mapping on each pixel, using the environment map in the next texture stage without luminance. This operation is supported only for color operations (<see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ColorOperation" />).</summary>
<summary>Similar to <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.ModulateColorAddAlpha" />, but uses the inverse of the color of the first argument. This operation is supported only for color operations (<see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ColorOperation" />). SRGBA = (1 - Arg1RGB) * Arg2RGB + Arg1A</summary>
<summary>Similar to <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.ModulateAlphaAddColor" />, but uses the inverse of the alpha of the first argument. This operation is supported only for color operations (<see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ColorOperation" />). SRGBA = (1 - Arg1A) * Arg2RGB + Arg1RGB</summary>
<summary>Modulates the arguments, then adds the alpha of the first argument. This operation is supported only for color operations (<see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ColorOperation" />). SRGBA = Arg1RGB * Arg2RGB + Arg1A</summary>
<summary>Modulates the color of the second argument using the alpha of the first argument, then adds the result to argument one. This operation is supported only for color operations (<see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ColorOperation" />). SRGBA = Arg1RGB + Arg1A * Arg2RGB</summary>
<summary>This flag is set in stage n, the output of which is arg1. If stage n + 1 contains a texture, any <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.Current" /> value in stage n + 1 is premultiplied by that texture.</summary>
<summary>Performs linear blending on the current texture stage, using the alpha taken from the previous texture stage. SRGBA = Arg1 * (Alpha) + Arg2 * (1 - Alpha)</summary>
<summary>Performs linear blending on the current texture stage, using a scalar alpha set with the <see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.TextureFactor" /> property. SRGBA = Arg1 * (Alpha) + Arg2 * (1 - Alpha)</summary>
<summary>Performs linear blending on the current texture stage, using the interpolated alpha from each vertex. SRGBA = Arg1 * (Alpha) + Arg2 * (1 - Alpha)</summary>
<summary>Performs linear blending on the current texture stage, using the interpolated alpha from each vertex. SRGBA = Arg1 * (Alpha) + Arg2 * (1 - Alpha)</summary>
<summary>Adds the components of the arguments with a -0.5 bias, making the effective range of values -0.5 through 0.5. SRGBA = Arg1 + Arg2 -0.5</summary>
<summary>Multiplies the components of the arguments, then shifts the products 2 bits to the left (effectively multiplying them by 4) for brightening. SRGBA = (Arg1 * Arg2) << 2</summary>
<summary>Multiplies the components of the arguments, then shifts the products 1 bit to the left (effectively multiplying them by 2) for brightening. SRGBA = (Arg1 * Arg2) << 1</summary>
<summary>Uses this texture stage's second color or alpha argument, unmodified, as the output. This operation affects the color argument when used with the <see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ColorOperation" /> property, and the alpha argument when used with the <see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.AlphaOperation" /> property. SRGBA = Arg2</summary>
<summary>Uses this texture stage's first color or alpha argument, unmodified, as the output. This operation affects the color argument when used with the <see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ColorOperation" /> property, and the alpha argument when used with the <see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.AlphaOperation" /> property. SRGBA = Arg1</summary>
<summary>Disables output from the texture stage and all stages with a higher index. To disable texture mapping, set this flag as the color operation for the first texture stage (stage 0). Alpha operations cannot be disabled when color operations are enabled. Setting the alpha operation to <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.Disable" /> when color blending is enabled causes undefined behavior.</summary>
<summary>Selects the destination register for the result of the current stage identified by <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" />.This value can be set to <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Current" /> (the default value) or to <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" />, which is a single temporary register that can be read into subsequent stages as an input argument. The final color passed to the fog blender and frame buffer is taken from <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Current" />, so the last active texture stage state must be set to <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Current" />. This setting is supported if the <see cref="T:Microsoft.DirectX.Direct3D.MiscCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsTextureStageStateArgumentTemp" /> device capability is present.</summary>
<summary>Defines settings for the alpha channel selector operand for triadic (multiply, add, and linear interpolation) operations identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.<see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.AlphaArgument0" /> is supported if the <see cref="T:Microsoft.DirectX.Direct3D.TextureOperationCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.TextureOperationCaps.SupportsMultiplyAdd" /> or <see cref="T:Microsoft.DirectX.Direct3D.TextureOperationCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.TextureOperationCaps.SupportsLerp" /> device capabilities are present. The default argument is <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Current" />.To select a temporary register color for read or write, specify <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" />, which is supported if the <see cref="T:Microsoft.DirectX.Direct3D.MiscCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsTextureStageStateArgumentTemp" /> device capability is present. The default argument is (0.0, 0.0, 0.0, 0.0).</summary>
<summary>Defines settings for the third color operand for triadic (multiply, add, and linear interpolation) operations identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.This setting is supported if the <see cref="T:Microsoft.DirectX.Direct3D.TextureOperationCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.TextureOperationCaps.SupportsMultiplyAdd" /> or <see cref="T:Microsoft.DirectX.Direct3D.TextureOperationCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.TextureOperationCaps.SupportsLerp" /> device capabilities are present. The default argument is <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Current" />.Specify <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> to select a temporary register color for read or write. <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> is supported if the <see cref="T:Microsoft.DirectX.Direct3D.MiscCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsTextureStageStateArgumentTemp" /> device capability is present. The default value for the register is (0.0, 0.0, 0.0, 0.0).</summary>
<summary>Controls the transformation of texture coordinates for the current texture stage. The default value is <see cref="F:Microsoft.DirectX.Direct3D.TextureTransform.TextureTransform.Disable" />.</summary>
<summary>Defines the texture-stage state as a floating-point value for the [1][1] coefficient in a bump-mapping matrix. The valid range of values for bump-mapping matrix coefficients is greater than or equal to -8.0 and less than 8.0. This range, expressed in mathematical notation, is (-8.0,8.0). The default value is 0.0.</summary>
<summary>Defines the texture-stage state as a floating-point value for the [1][0] coefficient in a bump-mapping matrix. The valid range of values for bump-mapping matrix coefficients is greater than or equal to -8.0 and less than 8.0. This range, expressed in mathematical notation, is (-8.0,8.0). The default value is 0.0.</summary>
<summary>Defines the texture-stage state as a floating-point value for the [0][1] coefficient in a bump-mapping matrix. The valid range of values for bump-mapping matrix coefficients is greater than or equal to -8.0 and less than 8.0. This range, expressed in mathematical notation, is (-8.0,8.0). The default value is 0.0.</summary>
<summary>Defines the texture-stage state as a floating-point value for the [0][0] coefficient in a bump-mapping matrix. The valid range of values for bump-mapping matrix coefficients is greater than or equal to -8.0 and less than 8.0. This range, expressed in mathematical notation, is (-8.0,8.0). The default value is 0.0.</summary>
<summary>Defines the texture-stage state as the second alpha argument for the stage identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.The default argument is <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Current" />. Specify <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> to select a temporary register color for read or write. <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> is supported if the <see cref="T:Microsoft.DirectX.Direct3D.MiscCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsTextureStageStateArgumentTemp" /> device capability is present. The default value for the register is (0.0, 0.0, 0.0, 0.0).</summary>
<summary>Defines the per-stage constant color. To determine whether the current device supports a per-stage constant color, use the <see cref="T:Microsoft.DirectX.Direct3D.MiscCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsPerStageConstant" /> property. The <see cref="P:Microsoft.DirectX.Direct3D.TextureStateManager.ConstantColor" /> property is used by <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Constant" />.</summary>
<summary>Defines the index of the texture coordinate set to use with the current texture stage. Up to eight sets of texture coordinates per vertex can be specified. If a vertex does not include a set of texture coordinates at the specified index, the system reverts to the u and v coordinates (0, 0) by default.When rendering with vertex shaders, each stage's texture coordinate index must be set to its default value. The default index for each stage is equal to the stage index. Set this state to the zero-based index of the coordinate set for each vertex that this texture stage uses.Additionally, applications can include <see cref="T:Microsoft.DirectX.Direct3D.TextureCoordinateIndex" /> values as part of a logical OR with the index being set, to request that Microsoft® DirectX® automatically generate the input texture coordinates for a texture transformation.The system uses the index strictly to determine texture wrapping mode when using a <see cref="T:Microsoft.DirectX.Direct3D.TextureCoordinateIndex" /> value other than <see cref="F:Microsoft.DirectX.Direct3D.TextureCoordinateIndex.PassThru" />, which resolves to zero. These flags are most useful when performing environment mapping.</summary>
<summary>Defines the texture-stage state as the first alpha argument for the stage identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.The default argument is <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.TextureColor" />. If no texture is set for this stage, the default argument is <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Diffuse" />. Specify <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> to select a temporary register color for read or write. <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> is supported if the <see cref="T:Microsoft.DirectX.Direct3D.MiscCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsTextureStageStateArgumentTemp" /> device capability is present. The default value for the register is (0.0, 0.0, 0.0, 0.0).</summary>
<summary>Defines the texture-stage state as a texture alpha-blending operation identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureOperation" /> enumeration.The default value for the first texture stage (stage 0) is <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.SelectArg1" />, and for all other stages is <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Disable" />.</summary>
<summary>Defines the texture-stage state as the second color argument for the stage identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.The default argument is <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Current" />. Specify <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> to select a temporary register color for read or write. <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> is supported if the <see cref="T:Microsoft.DirectX.Direct3D.MiscCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsTextureStageStateArgumentTemp" /> device capability is present. The default value for the register is (0.0, 0.0, 0.0, 0.0).</summary>
<summary>Defines the texture-stage state as the first color argument for the stage identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" /> enumeration.The default argument is <see cref="T:Microsoft.DirectX.Direct3D.TextureArgument" />. Specify <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> to select a temporary register color for read or write. <see cref="F:Microsoft.DirectX.Direct3D.TextureArgument.TextureArgument.Temp" /> is supported if the <see cref="T:Microsoft.DirectX.Direct3D.MiscCaps" />.<see cref="P:Microsoft.DirectX.Direct3D.MiscCaps.SupportsTextureStageStateArgumentTemp" /> device capability is present. The default value for the register is (0.0, 0.0, 0.0, 0.0).</summary>
<summary>Defines the texture-stage state as a texture color-blending operation identified by the <see cref="T:Microsoft.DirectX.Direct3D.TextureOperation" /> enumeration.The default value for the first texture stage (stage 0) is <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Modulate" />, and for all other stages is <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Disable" />.</summary>
<summary>All texture coordinates are divided by the last element before being passed to the rasterizer. For example, if this flag is specified with the <see cref="F:Microsoft.DirectX.Direct3D.TextureTransform.Count3" /> flag, the first and second texture coordinates are divided by the third coordinate before being passed to the rasterizer.</summary>
<summary>Queries the resource to verify support for post pixel shader blending. If <see cref="T:Microsoft.DirectX.Direct3D.Manager" />.<see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> fails with <see cref="F:Microsoft.DirectX.Direct3D.Usage.QueryPostPixelShaderBlending" />, post pixel blending operations are not supported. These operations include alpha test, pixel fog, render-target blending, color write enable, and dither.</summary>
<summary>Queries the resource format to determine whether it supports texture filter types other than <see cref="F:Microsoft.DirectX.Direct3D.TextureFilter.Point" /> (which is always supported).</summary>
<summary>Specifies that the resource automatically generate mipmaps. Automatic mipmap generation is not supported for volume textures and depth stencil surfaces/textures. This usage is not valid for resources in system memory (<see cref="F:Microsoft.DirectX.Direct3D.Pool.SystemMemory" />).</summary>
<summary>Indicates that the vertex buffer requires dynamic memory use, which is useful for drivers because it enables them to determine where to place the buffer. In general, static vertex buffers are placed in video memory and dynamic vertex buffers are placed in accelerated graphics port (AGP) memory. Note that there is no separate static use. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> is not specified, the vertex buffer is made static.</summary>
<summary>Indicates that the vertex buffer content will never require clipping. When rendering with buffers that have this flag set, the <see cref="T:Microsoft.DirectX.Direct3D.RenderStateManager" />.<see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.Clipping" /> property must be set to false.</summary>
<summary>Specifies that vertex processing be done in software. If this flag is not used, vertex processing is done in hardware. <see cref="F:Microsoft.DirectX.Direct3D.Usage.SoftwareProcessing" /> is used with <see cref="T:Microsoft.DirectX.Direct3D.Manager" />.<see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" /> to determine whether a particular texture format can be used as a vertex texture during software vertex processing. If it can, the texture must be created with <see cref="F:Microsoft.DirectX.Direct3D.Pool.Scratch" />.</summary>
<summary>Informs the system that the application writes only to the vertex buffer. Using this flag enables the driver to choose the best memory location, which results in efficient write operations and rendering. Attempts to read from a vertex buffer created with this capability will fail. Buffers that are created with <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" /> and that do not specify <see cref="F:Microsoft.DirectX.Direct3D.Usage.WriteOnly" /> might experience significant drops in performance.</summary>
<summary>Specifies that the resource will be a depth stencil buffer. <see cref="F:Microsoft.DirectX.Direct3D.Usage.DepthStencil" /> can be used only with <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" />.</summary>
<summary>Specifies that the resource will be a render target. <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> can be used only with <see cref="F:Microsoft.DirectX.Direct3D.Pool.Default" />.</summary>
<summary>Defines enumerated values used to control the number of matrices that the system applies when performing multimatrix vertex blending.</summary>
<summary>Uses the value assigned to <see cref="T:Microsoft.DirectX.Direct3D.RenderStateManager" />.<see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.TweenFactor" />.</summary>
<summary>Enables vertex blending between the four matrices set by the <see cref="T:Microsoft.DirectX.Direct3D.Transforms" />.<see cref="M:Microsoft.DirectX.Direct3D.Transforms.SetWorldMatrixByIndex(System.Int32,Microsoft.DirectX.Matrix)" /> method, where the index values for the transformation states are 0, 1, 2, and 3. These matrices also can be set using the <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World" />, <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World1" />, <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World2" />, and <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World3" /> properties.</summary>
<summary>Enables vertex blending between the three matrices set by the <see cref="T:Microsoft.DirectX.Direct3D.Transforms" />.<see cref="M:Microsoft.DirectX.Direct3D.Transforms.SetWorldMatrixByIndex(System.Int32,Microsoft.DirectX.Matrix)" /> method, where the index values for the transformation states are 0, 1, and 2. These matrices also can be set using the <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World" />, <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World1" />, and <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World2" /> properties.</summary>
<summary>Enables vertex blending between the two matrices set by the <see cref="T:Microsoft.DirectX.Direct3D.Transforms" />.<see cref="M:Microsoft.DirectX.Direct3D.Transforms.SetWorldMatrixByIndex(System.Int32,Microsoft.DirectX.Matrix)" /> method, where the index values for the transformation states are 0 and 1. These matrices also can be set using the <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World" /> and <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World1" /> properties.</summary>
<summary>Disables vertex blending and applies only the world matrix (set by the <see cref="T:Microsoft.DirectX.Direct3D.Transforms" />.<see cref="M:Microsoft.DirectX.Direct3D.Transforms.SetWorldMatrixByIndex(System.Int32,Microsoft.DirectX.Matrix)" /> method, where the index value for the transformation state is 0, or with the <see cref="P:Microsoft.DirectX.Direct3D.Transforms.World" /> property).</summary>
<summary>Describes values that define a vertex format used to describe the contents of vertices that are stored interleaved in a single data stream.</summary>
<summary>Vertex format includes a vertex normal vector. This value cannot be used with the <see cref="F:Microsoft.DirectX.Direct3D.VertexFormats.Transformed" /> value.</summary>
<summary>Last beta field in the vertex position data will be of type <see cref="T:System.Int32" />. The data in the beta fields are used with matrix palette skinning to specify matrix indices.</summary>
<summary>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 vertex format is declared as <see cref="F:Microsoft.DirectX.Direct3D.VertexFormats.PositionBlend5" /> | <see cref="F:Microsoft.DirectX.Direct3D.VertexFormats.LastBetaUByte4" />. Both weights and MatrixIndices are included in beta[], where <see cref="F:Microsoft.DirectX.Direct3D.VertexFormats.LastBetaUByte4" /> directs the compiler to interpret the last uint (beta[5]) as type UBYTE4. The last beta is determined by <see cref="T:Microsoft.DirectX.Direct3D.VertexBlend" />, not by the number of betas in the position format. For example, if <see cref="T:Microsoft.DirectX.Direct3D.VertexBlend" /> is <see cref="F:Microsoft.DirectX.Direct3D.VertexBlend.TwoWeights" />, and the position format is as specified above, the last beta will be beta[2] and will be used as a uint with 4-byte indices.</summary>
<summary>Vertex format is specified in point size. This size is expressed in camera space units for vertices that are not transformed and lit, and in device-space units for vertices that are transformed and lit.</summary>
<summary>Vertex format includes a vertex normal vector. This value cannot be used with the <see cref="F:Microsoft.DirectX.Direct3D.VertexFormats.Transformed" /> flag.</summary>
<summary>Vertex format contains transformed and clipped x, y, z, w data. <see cref="M:Microsoft.DirectX.Direct3D.Device.ProcessVertices" /> does not invoke the clipper, but instead outputs data in clip coordinates. This constant is designed for, and can only be used with, the programmable vertex pipeline.</summary>
<summary>Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Microsoft® Direct3D® can blend with up to three weighting values and four blending matrices.</summary>
<summary>Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Microsoft® Direct3D® can blend with up to three weighting values and four blending matrices.</summary>
<summary>Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Microsoft® Direct3D® can blend with up to three weighting values and four blending matrices.</summary>
<summary>Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Microsoft® Direct3D® can blend with up to three weighting values and four blending matrices.</summary>
<summary>Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Microsoft® Direct3D® can blend with up to three weighting values and four blending matrices.</summary>
<summary>Vertex format includes the position of a transformed vertex. This flag cannot be used with the <see cref="F:Microsoft.DirectX.Direct3D.VertexFormats.Position" /> or <see cref="F:Microsoft.DirectX.Direct3D.VertexFormats.Normal" /> flags.</summary>
<summary>Retrieves a value that is used to determine the Microsoft® Windows® Hardware Quality Labs (WHQL) validation level for the driver and device pair.</summary>
<summary>Retrieves a value that determines whether the device supports the setting of coordinates outside the range [0.0, 1.0] to the border color.</summary>
<summary>Retrieves a value that indicates whether a device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value.</summary>
<summary>Retrieves the pixel fill throughput percentage. This is the number of pixels that are filled compared to the theoretical pixel fill.</summary>
<summary>Retrieves the bandwidth or maximum data transfer rate from the host CPU to the graphics processing unit (GPU). This is typically the bandwidth of the Peripheral Component Interconnect (PCI) or accelerated graphics port (AGP) bus which connects the CPU and the graphics processing unit (GPU).</summary>
<summary>Retrieves the triangle set-up throughput percentage. This is the number of triangles that are set-up for rasterization compared to the theoretical maximum triangle set-up rate.</summary>
<summary>Retrieves the vertex throughput percentage. This is the number of vertices processed compared to the theoretical maximum vertex processing rate. A high percentage is the target.</summary>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.BehaviorFlags" /> structure.</summary>
<param name="newBehavior">Array of <see cref="T:Microsoft.DirectX.Direct3D.CreateFlags" /> that indicate the initial values with which to set the <see cref="T:Microsoft.DirectX.Direct3D.BehaviorFlags" /> properties.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.BehaviorFlags" /> structure.</summary>
<param name="initialBehavior">A combination of <see cref="T:Microsoft.DirectX.Direct3D.CreateFlags" /> that indicate the initial values with which to set the <see cref="T:Microsoft.DirectX.Direct3D.BehaviorFlags" /> properties.</param>
<summary>Retrieves a value that indicates whether floating-point unit (FPU) exceptions or double-precision FPU exceptions are enabled in an application.</summary>
<summary>Retrieves a value that indicates whether Microsoft® Direct3D® supports Get calls for anything that can be stored in a state block. This value also indicates whether Microsoft® Direct3D® is withholding emulation services for vertex processing.</summary>
<summary>Indicates that the driver supports the <see cref="F:Microsoft.DirectX.Direct3D.Blend.BlendFactor" /> and <see cref="F:Microsoft.DirectX.Direct3D.Blend.InvBlendFactor" /> constants.</summary>
<summary>Indicates that the driver supports a in which the source blend factor is (1 - As, 1 - As, 1 - As, 1 - As), the destination blend factor is (As, As, As, As), and the destination blend selection is overridden.</summary>
<summary>Indicates that the driver supports the <see cref="F:Microsoft.DirectX.Direct3D.Blend.SourceAlpha" /> and <see cref="F:Microsoft.DirectX.Direct3D.Blend.InvSourceAlpha" /> blend modes. The <see cref="P:Microsoft.DirectX.Direct3D.BlendCaps.SupportsBothSourceAlpha" /> blend mode is obsolete. To achieve the same effect, set the source and destination blend factors to <see cref="F:Microsoft.DirectX.Direct3D.Blend.Blend.SourceAlpha" /> and <see cref="F:Microsoft.DirectX.Direct3D.Blend.Blend.InvSourceAlpha" /> in separate calls.</summary>
<summary>Retrieves a number that represents the ordinal of the adapter on which the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> was created.</summary>
<summary>Retrieves the maximum number of primitives for each <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32)" /> call.</summary>
<summary>Retrieves a structure that describes the operations supported by <see cref="M:Microsoft.DirectX.Direct3D.Device.StretchRectangle(Microsoft.DirectX.Direct3D.Surface,System.Drawing.Rectangle,Microsoft.DirectX.Direct3D.Surface,System.Drawing.Rectangle,Microsoft.DirectX.Direct3D.TextureFilter)" />.</summary>
<summary>Retrieves a structure that contains texture-addressing capabilities for <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> objects.</summary>
<summary>Retrieves a structure that indicates the supported texture-addressing capabilities for <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> objects.</summary>
<summary>Retrieves a structure that indicates the texture-filtering capabilities of <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> objects.</summary>
<summary>Fills a <see cref="T:Microsoft.DirectX.PrivateImplementationDetails._D3DCOLORVALUE" /> structure with the color values of the current instance.</summary>
<param name="pColor">A <see cref="T:Microsoft.DirectX.PrivateImplementationDetails._D3DCOLORVALUE" /> structure to contain the current color values.</param>
<summary>Initializes and returns an instance of a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure using an <see cref="T:System.Int32" /> value.</summary>
<param name="color">An <see cref="T:System.Int32" /> value that is used to initialize a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure whose properties are initialized to the <see cref="M:Microsoft.DirectX.Direct3D.ColorValue.FromArgb(System.Int32)" /> value.</returns>
<summary>Initializes and returns an instance of a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure using a <see cref="T:System.Drawing.Color" /> value.</summary>
<param name="color">A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> used to initialize a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure whose properties are initialized to the <see cref="M:Microsoft.DirectX.Direct3D.ColorValue.FromColor(System.Drawing.Color)" /> value.</returns>
<summary>Initializes and returns an instance of a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure using an <see cref="T:Microsoft.DirectX.PrivateImplementationDetails._D3DCOLORVALUE" /> value.</summary>
<param name="color">A <see cref="T:Microsoft.DirectX.PrivateImplementationDetails._D3DCOLORVALUE" /> used to initialize a <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure whose properties are initialized to the <see cref="M:Microsoft.DirectX.Direct3D.ColorValue.FromD3DColor(Microsoft.DirectX.PrivateImplementationDetails._D3DCOLORVALUE)" /> value.</returns>
<summary>Retrieves a value that indicates whether comparison tests in which the new value is greater than or equal to the current value are supported.</summary>
<summary>Retrieves a value that indicates whether comparison tests in which the new value is less than or equal to the current value are supported.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.PositionColoredTextured" /> class.</summary>
<param name="value">A <see cref="T:Microsoft.DirectX.Vector3" /> object that contains the position.</param>
<param name="c">Integer that represents the vertex color value.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionColoredTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionColoredTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.PositionColoredTextured" /> class.</summary>
<param name="xvalue">Floating-point value that represents the x coordinate of the position.</param>
<param name="yvalue">Floating-point value that represents the y coordinate of the position.</param>
<param name="zvalue">Floating-point value that represents the z coordinate of the position.</param>
<param name="c">Integer that represents the vertex color value.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionColoredTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionColoredTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.PositionNormalTextured" /> class.</summary>
<param name="pos">A <see cref="T:Microsoft.DirectX.Vector3" /> object that contains the vertex position.</param>
<param name="nor">A <see cref="T:Microsoft.DirectX.Vector3" /> object that contains the vertex normal data.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionNormalTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionNormalTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.PositionNormalTextured" /> class.</summary>
<param name="xvalue">Floating-point value that represents the x coordinate of the position.</param>
<param name="yvalue">Floating-point value that represents the y coordinate of the position.</param>
<param name="zvalue">Floating-point value that represents the z coordinate of the position.</param>
<param name="nxvalue">Floating-point value that represents the nx coordinate of the vertex normal.</param>
<param name="nyvalue">Floating-point value that represents the ny coordinate of the vertex normal.</param>
<param name="nzvalue">Floating-point value that represents the nz coordinate of the vertex normal.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionNormalTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionNormalTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.PositionTextured" /> class.</summary>
<param name="pos">A <see cref="T:Microsoft.DirectX.Vector3" /> object that contains the vertex position.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.PositionTextured" /> class.</summary>
<param name="xvalue">Floating-point value that represents the x coordinate of the position.</param>
<param name="yvalue">Floating-point value that represents the y coordinate of the position.</param>
<param name="zvalue">Floating-point value that represents the z coordinate of the position.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.PositionTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.TransformedColoredTextured" /> class.</summary>
<param name="value">A <see cref="T:Microsoft.DirectX.Vector4" /> object that contains the position.</param>
<param name="c">Integer that represents the vertex color value.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.TransformedColoredTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.TransformedColoredTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.TransformedColoredTextured" /> class.</summary>
<param name="xvalue">Floating-point value that represents the x coordinate of the position.</param>
<param name="yvalue">Floating-point value that represents the y coordinate of the position.</param>
<param name="zvalue">Floating-point value that represents the z coordinate of the position.</param>
<param name="rhwvalue">Floating-point value that represents the reciprocal homogeneous w (RHW) component of the transformed vertex.</param>
<param name="c">Integer that represents the vertex color value.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.TransformedColoredTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.TransformedColoredTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.TransformedTextured" /> class.</summary>
<param name="value">A <see cref="T:Microsoft.DirectX.Vector4" /> object that contains the position.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.TransformedTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.TransformedTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CustomVertex.TransformedTextured" /> class.</summary>
<param name="xvalue">Floating-point value that represents the x coordinate of the position.</param>
<param name="yvalue">Floating-point value that represents the y coordinate of the position.</param>
<param name="zvalue">Floating-point value that represents the z coordinate of the position.</param>
<param name="rhwvalue">Floating-point value that represents the reciprocal homogeneous w (RHW) component of the transformed vertex.</param>
<param name="u">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.TransformedTextured.#ctor" /> component of the texture coordinate.</param>
<param name="v">Floating-point value that represents the <see cref="M:Microsoft.DirectX.Direct3D.CustomVertex.TransformedTextured.#ctor" /> component of the texture coordinate.</param>
<summary>Indicates whether the device supports <see cref="M:Microsoft.DirectX.Direct3D.Device.StretchRectangle(Microsoft.DirectX.Direct3D.Surface,System.Drawing.Rectangle,Microsoft.DirectX.Direct3D.Surface,System.Drawing.Rectangle,Microsoft.DirectX.Direct3D.TextureFilter)" /> using a texture as the source.</summary>
<summary>Indicates whether the device exports a hardware abstraction layer (HAL) that is aware of <see cref="M:Microsoft.DirectX.Direct3D.Device.DrawPrimitives(Microsoft.DirectX.Direct3D.PrimitiveType,System.Int32,System.Int32)" />.</summary>
<summary>Indicates whether the hardware architecture does not require caching of any information and whether uncached (handle-zero) patches are drawn as efficiently as cached ones.</summary>
<summary>Retrieves a <see cref="T:Microsoft.DirectX.Direct3D.BehaviorFlags" /> structure with properties that indicate the global behavior of a device.</summary>
<summary>Retrieves a <see cref="T:Microsoft.DirectX.Direct3D.DeviceType" /> instance that denotes the amount of emulated functionality for the device.</summary>
<summary>Indicates that 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.</summary>
<summary>Indicates that the device can respect <see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.AlphaBlendEnable" /> in full-screen mode while using the <see cref="T:Microsoft.DirectX.Direct3D.SwapEffect" /> or <see cref="T:Microsoft.DirectX.Direct3D.SwapEffect" /> swap effect.</summary>
<summary>Indicates whether the device can perform gamma correction from a windowed back buffer (that contains linear content) to an sRGB desktop.</summary>
<summary>Provides percentage of time processing data in the driver. These statistics may help identify cases when the driver is waiting for other resources.</summary>
<summary>Retrieves the percentage of time the driver spent waiting for the graphics processing unit (GPU) to finish processing some commands before the driver could send more. This indicates the driver has run out of room to send commands to the graphics processing unit (GPU).</summary>
<summary>Retrieves the percentage of time the driver spent waiting for the graphics processing unit (GPU) latency to reduce to less than 3 rendering frames.</summary>
<summary>Retrieves the percentage of time the driver spent waiting for the graphics processing unit (GPU) to finish using a locked resource (and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.DoNotWait" /> wasn't specified).</summary>
<summary>Retrieves or sets the number of times to repeat each series of ones and zeros specified in the <see cref="P:Microsoft.DirectX.Direct3D.LinePattern.Linepattern" /> property.</summary>
<summary>Specifies whether the device supports alpha blend operations other than <see cref="F:Microsoft.DirectX.Direct3D.BlendOperation.BlendOperation.Add" />.</summary>
<summary>Specifies whether the device correctly clips scaled points (that is, those whose size is greater than 1.0) to user-defined clipping planes.</summary>
<summary>Determines whether the device supports toggling multisampling on and off between <see cref="M:Microsoft.DirectX.Direct3D.Device.BeginScene" /> and <see cref="M:Microsoft.DirectX.Direct3D.Device.EndScene" />.</summary>
<summary>Determines whether a device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring a depth buffer to be allocated.</summary>
<summary>Retrieves or sets a value of the <see cref="T:Microsoft.DirectX.Direct3D.BasisType" /> enumeration that defines the basis type for the rectangular high-order patch.</summary>
<summary>Retrieves or sets a value of the <see cref="T:Microsoft.DirectX.Direct3D.DegreeType" /> enumeration that defines the degree for the rectangular patch.</summary>
<summary>Retrieves an array of resource usage statistics.</summary>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.ResourceStats" /> structures that contain the usage statistics of the resource manager.</returns>
<summary>Retrieves or sets a member of the <see cref="T:Microsoft.DirectX.Direct3D.MultiSampleType" /> enumeration that specifies the levels of full-scene multisampling supported by the surface.</summary>
<summary>Retrieves or sets a member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumeration that specifies the class of memory allocated for the current surface.</summary>
<summary>Retrieves or sets a member of the <see cref="T:Microsoft.DirectX.Direct3D.ResourceType" /> enumeration that identifies the current resource as a surface.</summary>
<summary>Retrieves or sets a member of the <see cref="T:Microsoft.DirectX.Direct3D.Usage" /> enumeration that specifies the usage type of the surface.</summary>
<summary>Specifies whether the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Add" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.AddSigned" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.AddSigned2X" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.AddSmooth" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BlendCurrentAlpha" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BlendDiffuseAlpha" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BlendFactorAlpha" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BlendTextureAlpha" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BlendTextureAlphaPM" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BumpEnvironmentMap" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.BumpEnvironmentMapLuminance" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Disable" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.DotProduct3" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Lerp" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Modulate" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Modulate2X" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Modulate4X" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.ModulateColorAddAlpha" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.ModulateInvAlphaAddColor" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.ModulateInvColorAddAlpha" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.MultiplyAdd" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.PreModulate" />texture blending operation is supported.</summary>
<summary>Specifies whether the <see cref="F:Microsoft.DirectX.Direct3D.TextureOperation.TextureOperation.Subtract" />texture blending operation is supported.</summary>
<summary>Describes the number of passes and the result code returned from a <see cref="M:Microsoft.DirectX.Direct3D.Device.ValidateDevice" /> call.</summary>
<summary>Retrieves or sets a member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that describes the surface format of the vertex buffer data.</summary>
<summary>Retrieves or sets a member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumeration that specifies the class of memory allocated for the current vertex buffer.</summary>
<summary>Retrieves or sets a member of the <see cref="T:Microsoft.DirectX.Direct3D.ResourceType" /> enumeration that identifies the current resource as a vertex buffer.</summary>
<summary>Retrieves or sets a combination of <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> enumeration values that describe the vertex format of the vertices in the current buffer.</summary>
<summary>Retrieves a <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structure that is considered to be the end of vertex shader declaration.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> class.</summary>
<param name="stream">Stream number (or index) to use.</param>
<param name="offset">Offset (if any) from the beginning of the stream to the beginning of the vertex data.</param>
<param name="declType">A <see cref="T:Microsoft.DirectX.Direct3D.DeclarationType" /> enumeration value specifying one of several predefined types that define the vertex data size.</param>
<param name="declMethod">A <see cref="T:Microsoft.DirectX.Direct3D.DeclarationMethod" /> enumeration value that specifies the tessellator processing method. These methods determine how the tessellator interprets/operates on the vertex data.</param>
<param name="declUsage">A <see cref="T:Microsoft.DirectX.Direct3D.DeclarationUsage" /> enumeration value that defines the intended use of the vertex data.</param>
<param name="usageIndex">Modifies the usage data to allow the user to specify multiple usage types.</param>
<summary>Specifies whether the vertex point size is determined by <see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.PointSize" /> or the vertex data.</summary>
<summary>Retrieves or sets a <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> value that specifies the class of memory allocated for the current volume.</summary>
<summary>Retrieves or sets a <see cref="T:Microsoft.DirectX.Direct3D.ResourceType" /> value that identifies the current resource as a volume.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>
<summary>Allows the managed application programming interface (API) to have access to the unmanaged portions of the Microsoft® DirectX®application programming interface (API). This is not intended to be used directly from your code.</summary>