<summary>Derived by the application to allocate/free frame and mesh container objects. Methods of this class are called during loading and destruction of frame hierarchies.</summary>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.AllocateHierarchy" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.AnimationController.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.AnimationController" /> 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.AnimationController" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXAnimationController" /> 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.AnimationController" /> object to free resources before it is destroyed by the garbage collector.</summary>
<param name="animationName">A string that contains the name of the animation set to retrieve.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.AnimationSet" /> object at the given <see cref="M:Microsoft.DirectX.Direct3D.AnimationController.GetAnimationSet" />.</returns>
<param name="index">An integer that represent the index of the animation set to retrieve.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.AnimationSet" /> object at the given <see cref="M:Microsoft.DirectX.Direct3D.AnimationController.GetAnimationSet" />.</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, ID3DXAnimationController, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.AnimationController" /> class. Not supported.</returns>
<summary>Sets blending event keys for the specified animation track.</summary>
<param name="newBlendWeight">Number between 0 and 1 that is used to blend tracks.</param>
<param name="startTime">Global time at which to start the blend.</param>
<param name="duration">Global time duration of the blend.</param>
<param name="method">Transition type used for the duration of the blend. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.TransitionType" />.</param>
<returns>Handle to the priority blend event. If one or more of the input parameters is invalid, or if no free event is available, a value of 0 is returned.</returns>
<summary>Sets an event key that changes the local time of an animation track.</summary>
<param name="track">Identifier of the track to modify.</param>
<param name="newSpeed">New speed of the animation track.</param>
<param name="startTime">Global time key that specifies the global time at which the change will occur.</param>
<param name="duration">Transition time, which specifies how long the smooth transition will take to complete.</param>
<param name="method">Transition type used for transitioning between speeds. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.TransitionType" />.</param>
<returns>Event handle to the priority blend event. If one or more of the input parameters is invalid, or if no free event is available, a value of 0 is returned.</returns>
<summary>Sets an event key that changes the weight of an animation track.</summary>
<param name="track">Identifier of the track to modify.</param>
<param name="newWeight">New weight of the track.</param>
<param name="startTime">Global time key that specifies the global time at which the change will occur.</param>
<param name="duration">Transition time, which specifies how long the smooth transition will take to complete.</param>
<param name="method">Transition type used for transitioning between weights. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.TransitionType" />.</param>
<returns>Event handle to the priority blend event. If one or more of the input parameters is invalid, or if no free event is available, a value of 0 is returned.</returns>
<summary>Adds an animation output to the animation controller and registers objects for scale, rotate, and translate (SRT) transformations.</summary>
<param name="animationFrame">A <see cref="T:Microsoft.DirectX.Direct3D.Frame" /> object that encapsulates a transform frame in a transformation frame hierarchy. Uses the <see cref="P:Microsoft.DirectX.Direct3D.Frame.TransformationMatrix" /> property.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.AnimationController" /> 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.ID3DXAnimationController" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.AnimationController" /> object.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.AnimationOutput" /> class.</summary>
<param name="name">Name of the animation output.</param>
<param name="flags">One or more values of the <see cref="T:Microsoft.DirectX.Direct3D.AnimationOutputFlags" /> enumeration that specify which outputs to receive.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.AnimationOutput" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Encapsulates the minimum functionality required of an animation set by an animation controller. Advanced users might want to implement this class themselves to suit their specialized needs. For most users, however, the derived <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> and <see cref="T:Microsoft.DirectX.Direct3D.KeyframedAnimationSet" /> classes should suffice.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.AnimationSet.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.AnimationSet" /> 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.AnimationSet" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXAnimationSet" /> 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.AnimationSet" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves the name of an animation, given its index.</summary>
<param name="index">Animation index.</param>
<returns>Returns a string that contains the animation name; otherwise, throws a <see cref="T:Microsoft.DirectX.Direct3D.Direct3DXException" />.</returns>
<summary>Retrieves information about a specific callback in an animation set.</summary>
<param name="position">Position from which to find callbacks.</param>
<param name="flags">Callback search flags. This parameter can be set to one or more <see cref="T:Microsoft.DirectX.Direct3D.CallbackSearchFlags" /> constants.</param>
<returns>This method's return values are implemented by an application programmer. In general, if no error occurs, the method should return an empty structure; otherwise, it should throw an exception. For more information, see <see cref="T:Microsoft.DirectX.DirectXException" />.</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, ID3DXAnimationSet, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.AnimationSet" /> class. Not supported.</returns>
<summary>Retrieves the scale, rotate, and translate (SRT) values of an animation set.</summary>
<param name="periodicPosition">Position of the animation set; can be obtained by calling <see cref="M:Microsoft.DirectX.Direct3D.AnimationSet.GetPeriodicPosition(System.Double)" />.</param>
<param name="animation">Animation index.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.ScaleRotateTranslate" /> structure.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.AnimationSet" /> object. This method supports the .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.ID3DXAnimationSet" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.AnimationSet" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.BaseEffect.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.BaseEffect" /> 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.BaseEffect" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXBaseEffect" /> 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.BaseEffect" /> object to free resources before it is destroyed by the garbage collector.</summary>
<param name="technique">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that represents a technique, pass, or top-level parameter.</param>
<param name="name">Annotation name.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that specifies the annotation, or null if the annotation is not found.</returns>
<param name="technique">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that represents a technique, pass, or top-level parameter.</param>
<param name="index">Annotation index.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that specifies the annotation, or null if the annotation is not found.</returns>
<summary>Retrieves a function description.</summary>
<param name="shader">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that indicates the function form from which to retrieve the description.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.FunctionDescription" /> structure that describes the function.</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, ID3DXBaseEffect, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.BaseEffect" /> class. Not supported.</returns>
<summary>Retrieves a top-level parameter or a structure member parameter.</summary>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that indicates the parameter, or null for top-level parameters.</param>
<param name="name">String that contains the parameter name.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the specified parameter, or null if the parameter is not found.</returns>
<summary>Retrieves a top-level parameter or a structure member parameter.</summary>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that indicates the parameter, or null for top-level parameters.</param>
<param name="index">Parameter index.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the specified parameter, or null if the parameter is not found.</returns>
<summary>Retrieves the handle of a top-level parameter or structure member parameter by looking up its semantic.</summary>
<param name="constant">The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the parameter, or null for top-level parameters.</param>
<param name="name">String that contains the semantic name.</param>
<returns>The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the first parameter that matches the specified semantic, or null if the semantic is not found.</returns>
<summary>Retrieves a parameter or annotation description.</summary>
<param name="parameter">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that indicates the parameter or annotation handle.</param>
<returns>Description of the specified parameter or annotation. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.ParameterDescription" />.</returns>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of an array element parameter.</summary>
<param name="constant">The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> associated with the array.</param>
<param name="index">Array element index.</param>
<returns>Handle of the specified parameter, or null if either <see cref="M:Microsoft.DirectX.Direct3D.BaseEffect.GetParameterElement(Microsoft.DirectX.Direct3D.EffectHandle,System.Int32)" /> or <see cref="M:Microsoft.DirectX.Direct3D.BaseEffect.GetParameterElement(Microsoft.DirectX.Direct3D.EffectHandle,System.Int32)" /> is invalid.</returns>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of a pass.</summary>
<param name="technique">The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the parent technique.</param>
<param name="name">String that contains the name of the pass.</param>
<returns>The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the specified pass inside the specified technique, or null if the index is invalid.</returns>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of a pass.</summary>
<param name="technique">The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the parent technique.</param>
<param name="index">Index for the pass.</param>
<returns>The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the specified pass inside the specified technique, or null if the index is invalid.</returns>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of a technique.</summary>
<param name="name">String that contains the technique name.</param>
<returns>The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the first technique that has the specified name, or null if the name is not found.</returns>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of a technique.</summary>
<param name="index">Technique index.</param>
<returns>The <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> of the first technique that has the specified name, or null if the name is not found.</returns>
<summary>Retrieves the value of an arbitrary parameter or annotation, including simple types, structures, arrays, strings, shaders, and textures.</summary>
<param name="numberBytes">Number of bytes in the <see cref="T:Microsoft.DirectX.GraphicsStream" />. To skip size validation, pass in 0, provided the <see cref="T:Microsoft.DirectX.GraphicsStream" /> is large enough to contain the entire parameter.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the value.</returns>
<returns>String identified by the effect handle <see cref="M:Microsoft.DirectX.Direct3D.BaseEffect.GetValueString(Microsoft.DirectX.Direct3D.EffectHandle)" />.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.BaseEffect" /> 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.ID3DXBaseEffect" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.BaseEffect" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.BaseMesh.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Clones, or copies, a mesh object.</summary>
<param name="options">Mesh creation options, as specified with one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags, which should not be used for this purpose).</param>
<param name="declaration">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the mesh data to duplicate.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<summary>Clones, or copies, a mesh object.</summary>
<param name="options">Mesh creation options, as specified with one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags, which should not be used for this purpose).</param>
<param name="declaration">Vertex data, as defined with an array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<summary>Clones, or copies, a mesh object.</summary>
<param name="options">Mesh creation options, as specified with one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags, which should not be used for this purpose).</param>
<param name="vertexFormat">Mesh vertex format, as specified with one or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<summary>Computes normals for each vertex in a mesh.</summary>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face, which specify the three neighbors for each face in the mesh.</param>
<summary>Computes normals for each vertex in a mesh.</summary>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains three <see cref="T:System.Int32" /> values per face, which specify the three neighbors for each face in the mesh.</param>
<summary>Converts mesh adjacency information to an array of point representatives.</summary>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains three <see cref="T:System.Int32" /> values per face, which specify the three neighbors for each face in the mesh.</param>
<returns>Array that contains one <see cref="T:System.Int32" /> per vertex of the mesh that is filled with point representative data.</returns>
<summary>Converts mesh adjacency information to an array of point representatives.</summary>
<param name="adjaceny">Array of three <see cref="T:System.Int32" /> values per face, which specify the three neighbors for each face in the mesh.</param>
<returns>Array that contains one <see cref="T:System.Int32" /> per vertex of the mesh that is filled with point representative data.</returns>
<summary>Converts point representative data to mesh adjacency information.</summary>
<param name="pointReps">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains one <see cref="T:System.Int32" /> per vertex of the mesh that represents point representative data. This parameter is optional; supplying a value of 0 causes it to be interpreted as an "identity" array.</param>
<returns>Array of three <see cref="T:System.Int32" /> values per face, which specify the three neighbors for each face in the mesh.</returns>
<summary>Converts point representative data to mesh adjacency information.</summary>
<param name="pointReps">Array that contains one <see cref="T:System.Int32" /> per vertex of the mesh that contains point representative data. This parameter is optional; supplying a value of 0 causes it to be interpreted as an "identity" array.</param>
<returns>Array of three <see cref="T:System.Int32" /> values per face, which specify the three neighbors for each face in the mesh.</returns>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXBaseMesh" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<param name="attributeID">An <see cref="T:System.Int32" /> that specifies which subset of the mesh to draw. This value is used to differentiate faces in a mesh as belonging to one or more attribute groups.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Generates adjacency information based on mesh indices.</summary>
<param name="epsilon">Specifies that vertices that differ in position by less than epsilon should be treated as coincident.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face to be filled with adjacent face indices. The size of this array must be at least 3 * <see cref="P:Microsoft.DirectX.Direct3D.BaseMesh.NumberFaces" />.</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, ID3DXBaseMesh, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" /> class. Not supported.</returns>
<summary>Locks an index buffer and obtains the index buffer data.</summary>
<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">Combination of 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" />, 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" /> that represents the locked index buffer.</returns>
<summary>Locks an index buffer and obtains the index buffer data.</summary>
<param name="flags">Combination of 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" />, 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 represents the locked index buffer.</returns>
<summary>Locks a vertex buffer and obtains a pointer to the vertex buffer memory.</summary>
<param name="flags">Combination of 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.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 vertex buffer and obtains a pointer to the vertex buffer memory.</summary>
<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">Combination of 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.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>
<param name="data">An <see cref="T:System.Object" /> that contains the data to copy into the index buffer. This can be any value type or array of value types. The <see cref="T:System.Int32" /> and <see cref="T:System.Int16" /> values are commonly used.</param>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform when setting the data. 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="data">An <see cref="T:System.Object" /> that contains the data to copy into the vertex buffer. This can be any value type or array of value types. The <see cref="T:System.Int32" /> and <see cref="T:System.Int16" /> values are commonly used.</param>
<param name="flags">Combination of zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform when setting the data. 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>
<summary>Allows the user to change the mesh declaration without changing the data layout of the vertex buffer. The call is valid only if the old and new declaration formats have the same vertex size.</summary>
<param name="declaration">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that describe the vertex format of the mesh vertices.</param>
<summary>Allows the user to change the mesh declaration without changing the data layout of the vertex buffer. The call is valid only if the old and new declaration formats have the same vertex size.</summary>
<param name="declaration">Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that describe the vertex format of the mesh vertices.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" /> 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.ID3DXBaseMesh" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" /> object.</param>
<summary>Attribute sort is not supported as an optimization technique. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.CannotAttributeSortException" /> 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.CannotModifyIndexBufferException" /> 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>Creates a color value using linear interpolation.</summary>
<param name="c1">A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> object that specifies the first source color.</param>
<param name="c2">A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> object that specifies the second source color.</param>
<param name="s">Floating-point value that linearly interpolates between the colors <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Lerp" /> and <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Lerp" />, treating them both as 4-D vectors. There are no limits on this parameter's value.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> object that represents the result of the linear interpolation.</returns>
<summary>Creates a color value using linear interpolation.</summary>
<param name="c1" />
<param name="c2" />
<param name="s">Floating-point value that linearly interpolates between the colors <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Lerp" /> and <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Lerp" />, treating them both as 4-D vectors. There are no limits on this parameter's value.</param>
<summary>Creates a color value using linear interpolation.</summary>
<param name="c1">A <see cref="T:System.Drawing.Color" /> object that specifies the first source color.</param>
<param name="c2">A <see cref="T:System.Drawing.Color" /> object that specifies the second source color.</param>
<param name="s">Floating-point value that linearly interpolates between the colors <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Lerp" /> and <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Lerp" />, treating them both as 4-D vectors. There are no limits on this parameter's value.</param>
<returns>A <see cref="T:System.Drawing.Color" /> object that represents the result of the linear interpolation.</returns>
<param name="c">A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> object that specifies the source color to scale.</param>
<param name="s">Floating-point value that represents the scaling factor to apply. The scaling factor scales the color, treating it like a 4-D vector. There are no limits on this parameter's value. If <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Scale" /> is 1, the resulting color is the original color.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> object that is the scaled color value.</returns>
<param name="s">Floating-point value that represents the scaling factor to apply. The scaling factor scales the color, treating it like a 4-D vector. There are no limits on this parameter's value. If <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Scale" /> is 1, the resulting color is the original color.</param>
<param name="c">A <see cref="T:System.Drawing.Color" /> object that specifies the source color to scale.</param>
<param name="s">Floating-point value that represents the scaling factor to apply. The scaling factor scales the color, treating it like a 4-D vector. There are no limits on this parameter's value. If <see cref="M:Microsoft.DirectX.Direct3D.ColorOperator.Scale" /> is 1, the resulting color is the original color.</param>
<returns>A <see cref="T:System.Drawing.Color" /> object that is the scaled color value.</returns>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.CompressedAnimationSet.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Creates a <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> object that stores key-frame data in a compressed format.</summary>
<param name="pInterop">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXCompressedAnimationSet" /> interface pointer.</param>
<summary>Creates a <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> object that stores key-frame data in a compressed format.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXCompressedAnimationSet" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> object that stores key-frame data in a compressed format.</summary>
<param name="name">Animation set name.</param>
<param name="ticksPerSecond">Number of key-frame ticks that elapse per second.</param>
<param name="playback">Type of the animation set playback loop. See <see cref="T:Microsoft.DirectX.Direct3D.PlaybackType" />.</param>
<param name="compressedData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the animation set graphics data.</param>
<param name="callbackKeys">Array of <see cref="T:Microsoft.DirectX.Direct3D.KeyCallback" /> objects that store user callback data.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> 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, ID3DXCompressedAnimationSet, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> class. Not supported.</returns>
<summary>Raises the <see cref="E:Microsoft.DirectX.Direct3D.CompressedAnimationSet.Disposing" /> 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 to the event handler.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> 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.ID3DXCompressedAnimationSet" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.CompressedAnimationSet" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.ConstantTable.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> 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.ConstantTable" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXConstantTable" /> 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.ConstantTable" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves a constant by looking up its index or by name.</summary>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that serves as a unique identifier to the parent data structure. If the constant is a top-level parameter (that is, if there is no parent data structure), use 0.</param>
<param name="name">Name of the constant.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> class that represents the constant.</returns>
<summary>Retrieves a constant by looking up its index or by name.</summary>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that serves as a unique identifier to the parent data structure. If the constant is a top-level parameter (that is, if there is no parent data structure), use 0.</param>
<param name="index">Zero-based index of the constant.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> class that represents the constant.</returns>
<summary>Retrieves an array of constant descriptions in the constant table.</summary>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> class that uniquely identifies a constant.</param>
<param name="numberConstants">[in, out] Input supplied must be the maximum size of the array. Output is the number of elements that are filled in the array when the function returns.</param>
<returns>Array of descriptions. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.ConstantDescription" />.</returns>
<summary>Retrieves a constant from an array of constants.</summary>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> class that uniquely identifies the array of constants. This value cannot be 0.</param>
<param name="index">Zero-based index of the element in the array.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that uniquely identifies the constant.</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, ID3DXConstantTable, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> class. Not supported.</returns>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that represents the unique identifier for the sampler whose index is to be retrieved.</param>
<returns>The sampler index number from the constant table.</returns>
<summary>Sets constants to their default values, which are declared in the variable declarations in the shader.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="matrix">Array of nontransposed <see cref="T:Microsoft.DirectX.Matrix" /> to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="matrix">Nontransposed <see cref="T:Microsoft.DirectX.Matrix" /> to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="b">Array of <see cref="T:System.Boolean" /> values to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="b">A <see cref="T:System.Boolean" /> value to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="data">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains values to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="data">A buffer containing the data to set.</param>
<param name="dataSize">Number of bytes in the <see cref="M:Microsoft.DirectX.Direct3D.ConstantTable.SetValue" /> buffer.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="color">Array of <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structures to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="color">A <see cref="T:Microsoft.DirectX.Direct3D.ColorValue" /> structure to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="vector">Array of <see cref="T:Microsoft.DirectX.Vector4" /> structures to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="vector">A <see cref="T:Microsoft.DirectX.Vector4" /> structure to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="f">Array of <see cref="T:System.Single" /> values to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="f">A <see cref="T:System.Single" /> value to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="n">Array of <see cref="T:System.Int32" /> values to set to the constant table.</param>
<summary>Sets the value to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="n">An <see cref="T:System.Int32" /> value to set to the constant table.</param>
<summary>Sets a <see cref="T:Microsoft.DirectX.Matrix" /> or an array of matrices to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="matrix">Array of transposed matrices to set to the constant table.</param>
<summary>Sets a <see cref="T:Microsoft.DirectX.Matrix" /> or an array of matrices to the constant table.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the constant table.</param>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents a unique identifier of a constant.</param>
<param name="matrix">Transposed matrix to set to the constant table.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> 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.ID3DXConstantTable" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> object.</param>
<summary>Retrieves the value of the <see cref="F:Microsoft.DirectX.Direct3D.D3DX.DefaultFloat" /> constant for Microsoft® Direct3D® extensions.</summary>
<summary>Retrieves the value of the <see cref="F:Microsoft.DirectX.Direct3D.D3DX.DefaultNonPowerOf2" /> constant for Microsoft® Direct3D® extensions.</summary>
<summary>Retrieves the value of the <see cref="F:Microsoft.DirectX.Direct3D.D3DX.FormatFromFile" /> constant for Microsoft® Direct3D® extensions.</summary>
<summary>Retrieves the value of the <see cref="F:Microsoft.DirectX.Direct3D.D3DX.FromFile" /> constant for Microsoft® Direct3D® extensions.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Direct3DXException" /> 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.DuplicateNamedFragmentException" /> 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.Effect.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Occurs after the <see cref="M:Microsoft.DirectX.Direct3D.Effect.OnResetDevice" /> method is called or after the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> is reset.</summary>
<summary>Assigns a state value to each effect parameter in a parameter block.</summary>
<param name="parameterBlock">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that is returned by <see cref="M:Microsoft.DirectX.Direct3D.Effect.EndParameterBlock" />.</param>
<summary>Begins the application of an effect technique.</summary>
<param name="flags">One or more <see cref="T:Microsoft.DirectX.Direct3D.FX" /> enumerated values that determine whether state modified by an effect will be saved and restored. The default value, 0, specifies that <see cref="M:Microsoft.DirectX.Direct3D.Effect.Begin(Microsoft.DirectX.Direct3D.FX)" /> and <see cref="M:Microsoft.DirectX.Direct3D.Effect.End" /> will save and restore all state modified by the effect (including pixel and vertex shader constants). <see cref="F:Microsoft.DirectX.Direct3D.FX.DoNotSaveShaderState" /> indicates that shader device state will not be saved or restored; <see cref="F:Microsoft.DirectX.Direct3D.FX.DoNotSaveState" /> indicates that device state will not be saved or restored.</param>
<returns>An integer value that indicates the number of passes needed to render the current effect technique.</returns>
<summary>Applies the state settings for the specified pass of a technique.</summary>
<param name="passNumber">An integer that identifies the pass to apply. This value is returned by <see cref="M:Microsoft.DirectX.Direct3D.Effect.Begin(Microsoft.DirectX.Direct3D.FX)" />, which must be called before rendering an effect.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXEffect" /> 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.Effect" /> class.</summary>
<param name="pData">Unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXEffect" /> 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.Effect" /> object.</param>
<summary>Searches for the next valid technique, starting at the technique after the one specified.</summary>
<param name="technique">Unique identifier of a technique. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" />. Specify null for this parameter to find the first valid technique.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that identifies the next technique, or null if the current technique is the last.</returns>
<summary>Creates an effect from an ASCII or binary effect description.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that creates the effect.</param>
<param name="sourceDataFile">A <see cref="T:System.String" /> object that indicates the file name.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</returns>
<summary>Creates an effect from an ASCII or binary effect description.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that creates the effect.</param>
<param name="sourceDataFile">A <see cref="T:System.String" /> object that indicates the file name.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</returns>
<summary>Creates an effect from an ASCII or binary effect description.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that creates the effect.</param>
<param name="sourceDataFile">A <see cref="T:System.String" /> object that indicates the file name.</param>
<param name="preprocessorDefines">Optional array of preprocessor macro definitions. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Macro" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</returns>
<summary>Creates an effect from an ASCII or binary effect description.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that will create the effect.</param>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the data used to create the <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</returns>
<summary>Creates an effect from an ASCII or binary effect description.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that will create the effect.</param>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the data used to create the <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</returns>
<summary>Creates an effect from an ASCII or binary effect description.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that will create the effect.</param>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the data used to create the <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.</param>
<param name="preprocessorDefines">Optional array of preprocessor macro definitions. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Macro" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</returns>
<summary>Creates an effect from an ASCII or binary effect description in a string.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that will create the effect.</param>
<param name="sourceData">A <see cref="T:System.String" /> that describes the <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> to create.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</returns>
<summary>Creates an effect from an ASCII or binary effect description in a string.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that will create the effect.</param>
<param name="sourceData">A <see cref="T:System.String" /> that describes the <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> to create.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</returns>
<summary>Creates an effect from an ASCII or binary effect description in a string.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that will create the effect.</param>
<param name="sourceData">A <see cref="T:System.String" /> that describes the <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> to create.</param>
<param name="preprocessorDefines">Optional null-terminated array of preprocessor macro definitions. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Macro" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="pool">An <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object to use for shared parameters. If this value is null, no parameters are shared.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> that contains the compiled effect.</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, ID3DXEffect, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> class. Not supported.</returns>
<summary>Should be called after a device is reset and before any other methods are called, if <see cref="P:Microsoft.DirectX.Direct3D.Device.IsUsingEventHandlers" /> is set to false.</summary>
<summary>Raises an <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.<see cref="E:Microsoft.DirectX.Direct3D.Effect.Lost" /> 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 an <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.<see cref="E:Microsoft.DirectX.Direct3D.Effect.Reset" /> 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>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> 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.ID3DXEffect" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Effect" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.BaseEffect.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<param name="flags">One or more <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> that specify compile options, or 0.</param>
<param name="errorMessages">String that contains at least the first compile error message that occurs, including effect compiler errors and high-level language compile errors.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled effect.</returns>
<summary>Compiles a shader from an effect that contains one or more functions.</summary>
<param name="functionName">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> used as a unique identifier for the function to be compiled. This value must not be null.</param>
<param name="target">String that identifies the shader version. See Remarks.</param>
<param name="flags">One or more <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> flags that specify compile options, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader. The compiler shader is an array of <see cref="T:System.Int32" /> values.</returns>
<summary>Compiles a shader from an effect that contains one or more functions.</summary>
<param name="functionName">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> used as a unique identifier for the function to be compiled. This value must not be null.</param>
<param name="target">String that identifies the shader version. See Remarks.</param>
<param name="flags">One or more <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> flags that specify compile options, or 0.</param>
<param name="table">A <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> object that can be used to access shader constants. This value can be null.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader. The compiler shader is an array of <see cref="T:System.Int32" /> values.</returns>
<summary>Compiles a shader from an effect that contains one or more functions.</summary>
<param name="functionName">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> used as a unique identifier for the function to be compiled. This value must not be null.</param>
<param name="target">String that identifies the shader version. See Remarks.</param>
<param name="flags">One or more <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> flags that specify compile options, or 0.</param>
<param name="errorMessages">String that contains at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader. The compiler shader is an array of <see cref="T:System.Int32" /> values.</returns>
<summary>Compiles a shader from an effect that contains one or more functions.</summary>
<param name="functionName">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> used as a unique identifier for the function to be compiled. This value must not be null.</param>
<param name="target">String that identifies the shader version. See Remarks.</param>
<param name="flags">One or more <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> flags that specify compile options, or 0.</param>
<param name="errorMessages">String that contains at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors.</param>
<param name="table">A <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> object that can be used to access shader constants. This value can be null.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader. The compiler shader is an array of <see cref="T:System.Int32" /> values.</returns>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXEffectCompiler" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates an effect compiler from an ASCII or binary effect description.</summary>
<param name="sourceFile">String that indicates the file name.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Creates an effect compiler from an ASCII or binary effect description.</summary>
<param name="sourceFile">String that indicates the file name.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Creates an effect compiler from an ASCII or binary effect description.</summary>
<param name="sourceFile">String that indicates the file name.</param>
<param name="preprocessorDefines">Optional array of preprocessor macro definitions. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Macro" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Creates an effect compiler from an ASCII or binary effect description in a stream.</summary>
<param name="sourceData">A <see cref="T:System.IO.Stream" /> object that contains the data used to create the <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Creates an effect compiler from an ASCII or binary effect description in a stream.</summary>
<param name="sourceData">A <see cref="T:System.IO.Stream" /> object that contains the data used to create the <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Creates an effect compiler from an ASCII or binary effect description in a stream.</summary>
<param name="sourceData">A <see cref="T:System.IO.Stream" /> object that contains the data used to create the <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" />.</param>
<param name="preprocessorDefines">Optional array of preprocessor macro definitions. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Macro" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Creates an effect compiler from an ASCII or binary effect description in a string.</summary>
<param name="sourceData">A <see cref="T:System.String" /> that describes the <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> to create.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Creates an effect compiler from an ASCII or binary effect description in a string.</summary>
<param name="sourceData">A <see cref="T:System.String" /> that describes the <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> to create.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Creates an effect compiler from an ASCII or binary effect description in a string.</summary>
<param name="sourceData">A <see cref="T:System.String" /> that describes the <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> to create.</param>
<param name="preprocessorDefines">Optional array of preprocessor macro definitions. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Macro" />.</param>
<param name="includeFile">Optional <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to use for handling #include directives. If this value is null, #include directives are either honored when compiling from a file, or cause an error when compiled from a resource or memory.</param>
<param name="flags">One or more compile options identified by the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration.</param>
<param name="compilationErrors">String that contains a listing of compilation errors.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> that represents the effect compiler.</returns>
<summary>Retrieves a literal status of a parameter.</summary>
<param name="parameter">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that is used as the unique identifier of the parameter.</param>
<returns>Value that is true if the parameter is a literal, or false if it is not.</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, ID3DXEffectCompiler, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> 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.ID3DXEffectCompiler" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.EffectCompiler" /> object.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>This method has the same functionality as <see cref="M:Microsoft.DirectX.Direct3D.EffectHandle.FromString(System.String)" />, but is not supported.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.EffectPool.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Creates a new instance of an <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXEffectPool" /> 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.EffectPool" /> 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, ID3DXEffectPool, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> 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.ID3DXEffectPool" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.EffectPool" /> object.</param>
<see cref="T:Microsoft.DirectX.Direct3D.EffectStateManager" /> is a user-implemented class that allows an application to set the device state from an effect. Each of the methods in this class must be implemented by the user and will then be used as a callback to the application when either of the following occur: <see cref="M:Microsoft.DirectX.Direct3D.Effect.BeginPass(System.Int32)" /> is called.<see cref="T:Microsoft.DirectX.Direct3D.Effect" /> state is dynamically updated by calling the appropriate state change application programming interface (API). See individual method pages for details.</summary>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.EffectStateManager" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Sets an array of pixel shader Boolean constants.</summary>
<param name="registerIndex">The zero-based index of the first constant register.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents an array of Boolean constants.</param>
<param name="registerCount">The number of registers in <see cref="M:Microsoft.DirectX.Direct3D.EffectStateManager.SetPixelShaderConstantBoolean(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" /></param>
<summary>Sets an array of pixel shader integer constants.</summary>
<param name="registerIndex">The zero-based index of the first constant register.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents an array of integer constants.</param>
<param name="registerCount">The number of registers in <see cref="M:Microsoft.DirectX.Direct3D.EffectStateManager.SetPixelShaderConstantInt32(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<summary>Sets an array of pixel shader floating-point constants.</summary>
<param name="registerIndex">The zero-based index of the first constant register.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents an array of floating-point constants.</param>
<param name="registerCount">The number of registers in ><see cref="M:Microsoft.DirectX.Direct3D.EffectStateManager.SetPixelShaderConstantSingle(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<param name="state">A <see cref="T:Microsoft.DirectX.Direct3D.SamplerStageStates" /> enumeration that identifies sampler state, which can specify the filtering, addressing, or the border color.</param>
<param name="value">The value to set for the sampler state type specified in <see cref="M:Microsoft.DirectX.Direct3D.EffectStateManager.SetSamplerState(System.Int32,Microsoft.DirectX.Direct3D.SamplerStageStates,System.Int32)" />.</param>
<param name="state">A <see cref="T:Microsoft.DirectX.Direct3D.TextureStageStates" /> enumeration that identifies texture state to set.</param>
<param name="value">The value to set for the texture state type specified in <see cref="M:Microsoft.DirectX.Direct3D.EffectStateManager.SetTextureStageState(System.Int32,Microsoft.DirectX.Direct3D.TextureStageStates,System.Int32)" />.</param>
<param name="vertexFormat">A value of the <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> enumeration that detemines how to interpret vertex data.</param>
<summary>Sets an array of vertex shader Boolean constants.</summary>
<param name="registerIndex">The zero-based index of the first constant register.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents an array of Boolean constants.</param>
<param name="registerCount">The number of registers in <see cref="M:Microsoft.DirectX.Direct3D.EffectStateManager.SetVertexShaderConstantBoolean(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<summary>Sets an array of vertex shader integer constants.</summary>
<param name="registerIndex">The zero-based index of the first constant register.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents an array of integer constants.</param>
<param name="registerCount">The number of registers in <see cref="M:Microsoft.DirectX.Direct3D.EffectStateManager.SetVertexShaderConstantInt32(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<summary>Sets an array of vertex shader floating-point constants.</summary>
<param name="registerIndex">The zero-based index of the first constant register.</param>
<param name="constantData">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents an array of floating-point constants.</param>
<param name="registerCount">The number of registers in <see cref="M:Microsoft.DirectX.Direct3D.EffectStateManager.SetVertexShaderConstantSingle(System.Int32,Microsoft.DirectX.GraphicsStream,System.Int32)" />.</param>
<returns />
</member>
<member name="T:Microsoft.DirectX.Direct3D.Font">
<summary>Encapsulates the textures and resources needed to render a specific font on a specific device.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Font.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Font" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Occurs after the <see cref="M:Microsoft.DirectX.Direct3D.Font.OnResetDevice" /> method is called or after the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> is reset.</summary>
<summary>Creates a new instance of a <see cref="M:Microsoft.DirectX.Direct3D.Font.#ctor" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXFont" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a new instance of a <see cref="M:Microsoft.DirectX.Direct3D.Font.#ctor" /> class.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the font object.</param>
<param name="height">Height of the font.</param>
<param name="width">Width of the font.</param>
<param name="weight">Weight of the font.</param>
<param name="miplevels">Number of mip levels.</param>
<param name="italic">Set to true if the font is in italics; otherwise, false.</param>
<param name="charset">A <see cref="T:Microsoft.DirectX.Direct3D.CharacterSet" /> enumerated value that indicates the type of characters to use.</param>
<param name="outputPrecision">A <see cref="T:Microsoft.DirectX.Direct3D.Precision" /> constant that indicates the font precision.</param>
<param name="quality">A <see cref="T:Microsoft.DirectX.Direct3D.FontQuality" /> value that indicates the quality of the font.</param>
<param name="pitchFamily">A <see cref="T:Microsoft.DirectX.Direct3D.PitchAndFamily" /> value that indicates the font pitch and family.</param>
<param name="faceName">A string that indicates the name of the font.</param>
<param name="sprite">A <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object that contains the string. Can be null, in which case Microsoft® Direct3D® renders the string with its own sprite object.If <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> will be called more than once in a row, a sprite object should be specified to improve efficiency.</param>
<param name="text">String to draw.</param>
<param name="rect">A reference to a <see cref="T:System.Drawing.Rectangle" /> structure that contains the rectangle, in logical coordinates, in which the text is being formatted. Also used to return modified values when calling <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> with the value of <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.CalculateRect" /> in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter.</param>
<param name="format">Method of formatting the text; can be any combination of values from the <see cref="T:Microsoft.DirectX.Direct3D.DrawTextFormat" /> enumeration.</param>
<param name="color">Color of the text. For more information, see <see cref="T:System.Drawing.Color" />.</param>
<returns>If the function succeeds, the return value is the height of the text in logical units. If <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Center" /> or <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Bottom" /> is specified in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter, the return value is the offset from <see cref="P:System.Drawing.Rectangle.Top" /> to the bottom of the drawn text. If the function fails, the return value is 0.</returns>
<param name="sprite">A <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object that contains the string. Can be null, in which case Microsoft® Direct3D® renders the string with its own sprite object.If <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> will be called more than once in a row, a sprite object should be specified to improve efficiency.</param>
<param name="text">String to draw.</param>
<param name="rect">A reference to a <see cref="T:System.Drawing.Rectangle" /> structure that contains the rectangle, in logical coordinates, in which the text is being formatted. Also used to return modified values when calling <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> with the value of <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.CalculateRect" /> in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter.</param>
<param name="format">Method of formatting the text; can be any combination of values from the <see cref="T:Microsoft.DirectX.Direct3D.DrawTextFormat" /> enumeration.</param>
<param name="color">Integer color value.</param>
<returns>If the function succeeds, the return value is the height of the text in logical units. If <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Center" /> or <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Bottom" /> is specified in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter, the return value is the offset from <see cref="P:System.Drawing.Rectangle.Top" /> to the bottom of the drawn text. If the function fails, the return value is 0.</returns>
<param name="sprite">A <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object that contains the string. Can be null, in which case Microsoft® Direct3D® renders the string with its own sprite object.If <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> will be called more than once in a row, a sprite object should be specified to improve efficiency.</param>
<param name="text">String to draw.</param>
<param name="x">The x-coordinate where to draw the font.</param>
<param name="y">The y-coordinate where to draw the font.</param>
<param name="color">Color of the text. For more information, see <see cref="T:System.Drawing.Color" />.</param>
<returns>If the function succeeds, the return value is the height of the text in logical units. If <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Center" /> or <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Bottom" /> is specified in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter, the return value is the offset from <see cref="P:System.Drawing.Rectangle.Top" /> to the bottom of the drawn text. If the function fails, the return value is 0.</returns>
<param name="sprite">A <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object that contains the string. Can be null, in which case Microsoft® Direct3D® renders the string with its own sprite object.If <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> will be called more than once in a row, a sprite object should be specified to improve efficiency.</param>
<param name="text">String to draw.</param>
<param name="x">The x-coordinate where to draw the font.</param>
<param name="y">The y-coordinate where to draw the font.</param>
<param name="color">Integer color value.</param>
<returns>If the function succeeds, the return value is the height of the text in logical units. If <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Center" /> or <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Bottom" /> is specified in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter, the return value is the offset from <see cref="P:System.Drawing.Rectangle.Top" /> to the bottom of the drawn text. If the function fails, the return value is 0.</returns>
<param name="sprite">A <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object that contains the string. Can be null, in which case Microsoft® Direct3D® renders the string with its own sprite object.If <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> will be called more than once in a row, a sprite object should be specified to improve efficiency.</param>
<param name="text">String to draw.</param>
<param name="pos">A <see cref="T:System.Drawing.Point" /> structure that specifies the upper left-hand coordinates of where to draw the font.</param>
<param name="color">Color of the text. For more information, see <see cref="T:System.Drawing.Color" />.</param>
<returns>If the function succeeds, the return value is the height of the text in logical units. If <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Center" /> or <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Bottom" /> is specified in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter, the return value is the offset from <see cref="P:System.Drawing.Rectangle.Top" /> to the bottom of the drawn text. If the function fails, the return value is 0.</returns>
<param name="sprite">A <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object that contains the string. Can be null, in which case Microsoft® Direct3D® renders the string with its own sprite object.If <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> will be called more than once in a row, a sprite object should be specified to improve efficiency.</param>
<param name="text">String to draw.</param>
<param name="pos">A <see cref="T:System.Drawing.Point" /> structure that specifies the upper left-hand coordinates of where to draw the font.</param>
<param name="color">Integer color value.</param>
<returns>If the function succeeds, the return value is the height of the text in logical units. If <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Center" /> or <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Bottom" /> is specified in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter, the return value is the offset from <see cref="P:System.Drawing.Rectangle.Top" /> to the bottom of the drawn text. If the function fails, the return value is 0.</returns>
<param name="sprite">A <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object that contains the string. Can be null, in which case Microsoft® Direct3D® renders the string with its own sprite object.If <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> will be called more than once in a row, a sprite object should be specified to improve efficiency.</param>
<param name="text">String to draw.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> structure that contains the rectangle, in logical coordinates, in which the text is being formatted.</param>
<param name="format">Method of formatting the text; can be any combination of values from the <see cref="T:Microsoft.DirectX.Direct3D.DrawTextFormat" /> enumeration.</param>
<param name="color">Color of the text. For more information, see <see cref="T:System.Drawing.Color" />.</param>
<returns>If the function succeeds, the return value is the height of the text in logical units. If <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Center" /> or <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Bottom" /> is specified in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter, the return value is the offset from <see cref="P:System.Drawing.Rectangle.Top" /> to the bottom of the drawn text. If the function fails, the return value is 0.</returns>
<param name="sprite">A <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object that contains the string. Can be null, in which case Microsoft® Direct3D® renders the string with its own sprite object.If <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> will be called more than once in a row, a sprite object should be specified to improve efficiency.</param>
<param name="text">String to draw.</param>
<param name="rect">A <see cref="T:System.Drawing.Rectangle" /> structure that contains the rectangle, in logical coordinates, in which the text is being formatted.</param>
<param name="format">Method of formatting the text; can be any combination of values from the <see cref="T:Microsoft.DirectX.Direct3D.DrawTextFormat" /> enumeration.</param>
<param name="color">Integer color value.</param>
<returns>If the function succeeds, the return value is the height of the text in logical units. If <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Center" /> or <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.Bottom" /> is specified in the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter, the return value is the offset from <see cref="P:System.Drawing.Rectangle.Top" /> to the bottom of the drawn text. If the function fails, the return value is 0.</returns>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Font" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Returns information about the placement and orientation of a glyph in a character cell.
</summary>
<param name="glyph">Glyph identifier.</param>
<param name="blackBox">Smallest <see cref="T:System.Drawing.Rectangle" /> object that completely encloses the glyph (its black box).</param>
<param name="cellInc">A <see cref="T:Microsoft.DirectX.Vector2" /> structure that connects the origin of the current character cell to the origin of the next character cell.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that contains the glyph.</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, ID3DXFont, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Font" /> class. Not supported.</returns>
<summary>Should be called after the device is reset and before any other methods are called, if <see cref="P:Microsoft.DirectX.Direct3D.Device.IsUsingEventHandlers" /> is set to false.</summary>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.Font" />.<see cref="E:Microsoft.DirectX.Direct3D.Font.Lost" /> 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.Font" />.<see cref="E:Microsoft.DirectX.Direct3D.Font.Reset" /> 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>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Font" /> 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.ID3DXFont" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Font" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.FragmentLinker.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.FragmentLinker" /> 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.FragmentLinker" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXFragmentLinker" /> 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.FragmentLinker" /> class.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the <see cref="T:Microsoft.DirectX.Direct3D.FragmentLinker" />.</param>
<param name="shaderCacheSize">Integer that represents the shader cache size.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.FragmentLinker" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="file">String that represents the name of the file that contains the shader fragments.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="file">String that represents the name of the file that contains the shader fragments.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="file">String that represents the name of the file that contains the shader fragments.</param>
<param name="preprocessorDefines">Array of <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> objects that specify the preprocessor definitions to use.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="file">String that represents the name of the file that contains the shader fragments.</param>
<param name="preprocessorDefines">Array of <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> objects that specify the preprocessor definitions to use.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<param name="compilationErrors">A <see cref="T:System.String" /> that contains a listing of errors and warnings that were encountered during compilation.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the shader fragments.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the shader fragments.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the shader fragments.</param>
<param name="preprocessorDefines">Array of <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> objects that specify the preprocessor definitions to use.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the shader fragments.</param>
<param name="preprocessorDefines">Array of <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> objects that specify the preprocessor definitions to use.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<param name="compilationErrors">A <see cref="T:System.String" /> that contains a listing of errors and warnings that were encountered during compilation.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="data">A <see cref="T:System.String" /> that contains the shader fragments.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="data">A <see cref="T:System.String" /> that contains the shader fragments.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="data">A <see cref="T:System.String" /> that contains the shader fragments.</param>
<param name="preprocessorDefines">Array of <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> objects that specify the preprocessor definitions to use.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Assembles shader fragments and creates a new fragment linker object.</summary>
<param name="data">A <see cref="T:System.String" /> that contains the shader fragments.</param>
<param name="preprocessorDefines">Array of <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> objects that specify the preprocessor definitions to use.</param>
<param name="includeFile">An <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the shader compiler options to use.</param>
<param name="compilationErrors">A <see cref="T:System.String" /> that contains a listing of errors and warnings that were encountered during compilation.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the created shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</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, ID3DXFragmentLinker, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.FragmentLinker" /> class. Not supported.</returns>
<summary>Links a compiled pixel shader at run time.</summary>
<param name="profile">A <see cref="T:System.String" /> that contains the pixel shader profile that determines the shader instruction set.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the link options to use.</param>
<param name="fragmentHandles">Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> objects that represent the handles of the fragments to link.</param>
<param name="errors">A <see cref="T:System.String" /> that contains a listing of errors and warnings that were encountered during compilation.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.PixelShader" /> object that contains the linked pixel shader.</returns>
<summary>Links a compiled shader at run time.</summary>
<param name="profile">A <see cref="T:System.String" /> that contains the compiled shader profile that determines the shader instruction set.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the link options to use.</param>
<param name="fragmentHandles">Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> objects that represent the handles of the fragments to link.</param>
<param name="errors">A <see cref="T:System.String" /> that contains a listing of errors and warnings that were encountered during compilation.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the linked shader. This buffer contains the compiled shader code as well as any embedded debug and symbol table information.</returns>
<summary>Links a compiled shader at run time.</summary>
<param name="profile">A <see cref="T:System.String" /> that contains the vertex shader profile that determines the shader instruction set.</param>
<param name="flags">A <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specifies the link options to use.</param>
<param name="fragmentHandles">Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> objects that represent the handles of the fragments to link.</param>
<param name="errors">A <see cref="T:System.String" /> that contains a listing of errors and warnings that were encountered during compilation.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.VertexShader" /> object that contains the linked vertex shader.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.FragmentLinker" /> 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.ID3DXFragmentLinker" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.FragmentLinker" /> object.</param>
<summary>Destroys the subtree of frames under the root, including the root.</summary>
<param name="frameRoot">A <see cref="T:Microsoft.DirectX.Direct3D.Frame" /> object that represents the root node in the frame hierarchy.</param>
<param name="allocHierarchy">An <see cref="T:Microsoft.DirectX.Direct3D.AllocateHierarchy" /> object used to deallocate nodes of the frame hierarchy.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Frame" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Determines whether a ray intersects the volume of a bounding box.</summary>
<param name="min">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the lower-left corner of the bounding box. See Remarks.</param>
<param name="max">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the upper-right corner of the bounding box. See Remarks.</param>
<param name="rayPosition">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the origin coordinate of the ray.</param>
<param name="rayDirection">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the direction of the ray. This vector should not be (0,0,0), but does not need to be normalized.</param>
<returns>Value that is true if the ray intersects the volume of the bounding box, or false if it does not.</returns>
<summary>Computes a coordinate axis-oriented bounding box.</summary>
<param name="pointsFvf">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the points around which the bounding box is constructed.</param>
<param name="numVertices">Number of vertices.</param>
<param name="vertexFormat">A <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> object that specifies the format of the vertices that are passed in.</param>
<param name="min">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the returned lower-left corner of the bounding box.</param>
<param name="max">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the returned upper-right corner of the bounding box.</param>
<summary>Computes a coordinate axis-oriented bounding box.</summary>
<param name="pointsFvf">Array that contains the points around which the bounding box is constructed.</param>
<param name="vertexFormat">A <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> object that specifies the format of the vertices that are passed in.</param>
<param name="min">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the returned lower-left corner of the bounding box.</param>
<param name="max">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the returned upper-right corner of the bounding box.</param>
<summary>Computes a coordinate axis-oriented bounding box.</summary>
<param name="pointsFvf">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the points around which the bounding box is constructed.</param>
<param name="numVertices">Number of vertices.</param>
<param name="strideSize" />
<param name="min">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the returned lower-left corner of the bounding box.</param>
<param name="max">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the returned upper-right corner of the bounding box.</param>
<summary>Computes a bounding sphere for a mesh.</summary>
<param name="pointsFvf">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the points around which the bounding sphere is constructed.</param>
<param name="numVertices">Number of vertices.</param>
<param name="vertexFormat">A <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> object that specifies the format of the vertices that are passed in.</param>
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the coordinate center of the returned bounding sphere.</param>
<returns>Radius of the returned bounding sphere.</returns>
<summary>Computes a bounding sphere for a mesh.</summary>
<param name="pointsFvf">Array that contains the points around which the bounding box is constructed.</param>
<param name="vertexFormat">A <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> object that specifies the format of the vertices that are passed in.</param>
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the coordinate center of the returned bounding sphere.</param>
<returns>Radius of the returned bounding sphere.</returns>
<summary>Computes a bounding sphere for a mesh.</summary>
<param name="pointsFvf">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the points around which the bounding sphere is constructed.</param>
<param name="numVertices">Number of vertices.</param>
<param name="strideSize" />
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the coordinate center of the returned bounding sphere.</param>
<returns>Radius of the returned bounding sphere.</returns>
<summary>Computes a bounding sphere for a mesh.</summary>
<param name="pointsFvf">Array that contains the points around which the bounding box is constructed.</param>
<param name="strideSize" />
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that defines the coordinate center of the returned bounding sphere.</param>
<returns>Radius of the returned bounding sphere.</returns>
<summary>Computes the intersection of a ray and a triangle.</summary>
<param name="zero">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the first triangle vertex position.</param>
<param name="one">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the second triangle vertex position.</param>
<param name="two">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that describes the third triangle vertex position.</param>
<param name="rayPos">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the position of the ray.</param>
<param name="rayDir">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the position of the ray.</param>
<param name="hitLocation">An <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> structure that indicates the coordinates at which the ray intersects with the triangle.</param>
<returns>Value that is true if the ray intersects the area of the triangle, or false if it does not.</returns>
<summary>Determines whether a ray intersects the volume of a sphere's bounding box.</summary>
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the center coordinate of the sphere.</param>
<param name="radius">Radius of the sphere.</param>
<param name="rayPosition">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the origin coordinate of the ray.</param>
<param name="rayDirection">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the direction of the ray. This vector should not be (0,0,0), but does not need to be normalized.</param>
<returns>Value that is true if the ray intersects the volume of the sphere's bounding box, or false if it does not.</returns>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.InvalidDataException" /> 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.InvalidMeshException" /> 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.KeyframedAnimationSet.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.KeyframedAnimationSet" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Transforms animations in an animation set into a compressed format and returns the compressed data.</summary>
<param name="flags">One of the <see cref="T:Microsoft.DirectX.Direct3D.CompressionFlags" /> values that define the compression mode used for storing compressed animation set data.</param>
<param name="lossiness">Desired compression loss ratio, in the range of 0 to 1.</param>
<param name="hierarchy">A <see cref="T:Microsoft.DirectX.Direct3D.Frame" /> transformation frame hierarchy. Can be null.</param>
<summary>Creates a <see cref="T:Microsoft.DirectX.Direct3D.KeyframedAnimationSet" />.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXKeyframedAnimationSet" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a <see cref="T:Microsoft.DirectX.Direct3D.KeyframedAnimationSet" />.</summary>
<param name="name">String that contains the name of the animation set.</param>
<param name="ticksPerSecond">Number of key-frame ticks that elapse per second.</param>
<param name="playback">Type of the animation set playback loop. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.PlaybackType" />.</param>
<param name="numberAnimations">Number of scale, rotate, and translate (SRT) animation sets.</param>
<param name="callbackKeys">Array that contains the <see cref="T:Microsoft.DirectX.Direct3D.KeyCallback" />.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.KeyframedAnimationSet" /> 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, ID3DXKeyframedAnimationSet, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.KeyframedAnimationSet" /> class. Not supported.</returns>
<summary>Raises the <see cref="E:Microsoft.DirectX.Direct3D.KeyframedAnimationSet.Disposing" /> 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 to the event handler.</param>
<summary>Registers all of the scale, rotate, and translate (SRT) keyframe data of an animation, and fills arrays with SRT key data used for keyframe animation.</summary>
<param name="animationName">String that contains the animation name.</param>
<param name="scaleKeys">Array of <see cref="T:Microsoft.DirectX.Direct3D.KeyVector3" /> structures that contain animation scale data.</param>
<param name="rotationKeys">Array of <see cref="T:Microsoft.DirectX.Direct3D.KeyQuaternion" /> structures that contain animation rotation data.</param>
<param name="translationKeys">Array of <see cref="T:Microsoft.DirectX.Direct3D.KeyVector3" /> structures that contain animation translation data.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.KeyframedAnimationSet" /> 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.ID3DXKeyframedAnimationSet" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.KeyframedAnimationSet" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Line.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Line" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Occurs after the <see cref="M:Microsoft.DirectX.Direct3D.Line.OnResetDevice" /> method is called or after the <see cref="T:Microsoft.DirectX.Direct3D.Line" /> is reset.</summary>
<summary>Uses a left-handed coordinate system to create a line.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXLine" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Draws a line strip in screen space. Input is in the form of an array that defines points (of <see cref="T:Microsoft.DirectX.Vector2" />) on the line strip.</summary>
<param name="vertexList">Array of vertices that make up the line. For more information, see <see cref="T:Microsoft.DirectX.Vector2" />.</param>
<param name="color">A <see cref="T:System.Drawing.Color" /> object that specifies the color of the line.</param>
<summary>Draws a line strip in screen space. Input is in the form of an array that defines points (of <see cref="T:Microsoft.DirectX.Vector2" />) on the line strip.</summary>
<param name="vertexList">Array of vertices that make up the line. For more information, see <see cref="T:Microsoft.DirectX.Vector2" />.</param>
<param name="color">An <see cref="T:System.Int32" /> color value that specifies the color of the line.</param>
<summary>Draws a line strip in screen space with a specified input transformation matrix.</summary>
<param name="vertexList">Array of vertices that make up the line. For more information, see <see cref="T:Microsoft.DirectX.Vector2" />.</param>
<param name="transform">Scale, rotate, and translate (SRT) matrix for transforming the points. For more information, see <see cref="T:Microsoft.DirectX.Matrix" />. If this matrix is a projection matrix, any stippled lines are drawn with a perspective-correct stippling pattern. Or, vertices can be transformed and <see cref="M:Microsoft.DirectX.Direct3D.Line.Draw" /> used to draw the line with a stipple pattern and no perspective correction.</param>
<param name="color">A <see cref="T:System.Drawing.Color" /> object that specifies the color of the line.</param>
<summary>Draws a line strip in screen space with a specified input transformation matrix.</summary>
<param name="vertexList">Array of vertices that make up the line. For more information, see <see cref="T:Microsoft.DirectX.Vector2" />.</param>
<param name="transform">Scale, rotate, and translate (SRT) matrix for transforming the points. For more information, see <see cref="T:Microsoft.DirectX.Matrix" />. If this matrix is a projection matrix, any stippled lines are drawn with a perspective-correct stippling pattern. Or, vertices can be transformed and <see cref="M:Microsoft.DirectX.Direct3D.Line.Draw" /> used to draw the line with a stipple pattern and no perspective correction.</param>
<param name="color">An <see cref="T:System.Int32" /> color value that specifies the color of the line.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Line" /> 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, ID3DXLine, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Line" /> class. Not supported.</returns>
<summary>Should be called after the device is reset and before any other methods are called, if <see cref="P:Microsoft.DirectX.Direct3D.Device.IsUsingEventHandlers" /> is set to false.</summary>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.Line" />.<see cref="E:Microsoft.DirectX.Direct3D.Line.Lost" /> 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.Line" />.<see cref="E:Microsoft.DirectX.Direct3D.Line.Reset" /> 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>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Line" /> 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.ID3DXLine" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Line" /> object.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.LoadedMeshHasNoDataException" /> 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>Derived by the application to allocate or free frame and mesh container objects. Methods of this class are called during loading and destruction of frame hierarchies.</summary>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.LoadUserData" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<param name="width">Width of the box along the x-axis.</param>
<param name="height">Height of the box along the y-axis.</param>
<param name="depth">Depth of the box along the z-axis.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object. When the method returns, this parameter is filled with three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that contains the box.</returns>
<summary>Cleans a mesh, preparing it for simplification.</summary>
<param name="cleanType">A flag from the <see cref="T:Microsoft.DirectX.Direct3D.CleanType" /> enumeration that specifies the type of mesh cleaning to perform.</param>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to clean.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be cleaned.</param>
<param name="adjacencyOut">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the output mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned cleaned mesh. If no cleaning is necessary, the returned mesh is the same as the one that was passed in.</returns>
<summary>Cleans a mesh, preparing it for simplification.</summary>
<param name="cleanType">A flag from the <see cref="T:Microsoft.DirectX.Direct3D.CleanType" /> enumeration that specifies the type of mesh cleaning to perform.</param>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to clean.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be cleaned.</param>
<param name="adjacencyOut">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the output mesh.</param>
<param name="errorsAndWarnings">A <see cref="T:System.String" /> that contains a list of errors and warnings that explain the problems found in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned cleaned mesh. If no cleaning is necessary, the returned mesh is the same as the one that was passed in.</returns>
<summary>Cleans a mesh, preparing it for simplification.</summary>
<param name="cleanType">A flag from the <see cref="T:Microsoft.DirectX.Direct3D.CleanType" /> enumeration that specifies the type of mesh cleaning to perform.</param>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to clean.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object filled with three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be cleaned.</param>
<param name="adjacencyOut">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object. When the method returns, this parameter is filled with three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the output mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned cleaned mesh. If no cleaning is necessary, the returned mesh is the same as the one that was passed in.</returns>
<summary>Cleans a mesh, preparing it for simplification.</summary>
<param name="cleanType">A flag from the <see cref="T:Microsoft.DirectX.Direct3D.CleanType" /> enumeration that specifies the type of mesh cleaning to perform.</param>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to clean.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object filled with three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be cleaned.</param>
<param name="adjacencyOut">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object. When the method returns, this parameter is filled with three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the output mesh.</param>
<param name="errorsAndWarnings">A <see cref="T:System.String" /> that contains a list of errors and warnings that explain the problems found in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned cleaned mesh. If no cleaning is necessary, the returned mesh is the same as the one that was passed in.</returns>
<summary>Computes the tangent vectors for the texture coordinates given in a texture stage.</summary>
<param name="texStage">Index that represents the <see cref="T:Microsoft.DirectX.Direct3D.TextureStateManager" /> in <see cref="T:Microsoft.DirectX.Direct3D.TextureStateManagerCollection" />.</param>
<param name="tangentIndex">Index that provides the usage index for the tangent data. The vertex declaration implies the usage; this index modifies it.</param>
<param name="binormIndex">Index that provides the usage index for the binormal data. The vertex declaration implies the usage; this index modifies it.</param>
<param name="wrap">Value that is set to 0 to specify no wrapping, or to 1 to specify wrapping in the u and v directions.</param>
<summary>Computes the tangent vectors for the texture coordinates given in a texture stage.</summary>
<param name="texStage">Index that represents the <see cref="T:Microsoft.DirectX.Direct3D.TextureStateManager" /> in <see cref="T:Microsoft.DirectX.Direct3D.TextureStateManagerCollection" />.</param>
<param name="tangentIndex">Index that provides the usage index for the tangent data. The vertex declaration implies the usage; this index modifies it.</param>
<param name="binormIndex">Index that provides the usage index for the binormal data. The vertex declaration implies the usage; this index modifies it.</param>
<param name="wrap">Value that is set to 0 to specify no wrapping, or to 1 to specify wrapping in the u and v directions.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object filled with an array of three <see cref="T:System.Int32" /> values per face to be filled with adjacent face indices.</param>
<summary>Computes the tangent vectors for the texture coordinates given in a texture stage.</summary>
<param name="texStage">Index that represents the <see cref="T:Microsoft.DirectX.Direct3D.TextureStateManager" /> in <see cref="T:Microsoft.DirectX.Direct3D.TextureStateManagerCollection" />.</param>
<param name="tangentIndex">Index that provides the usage index for the tangent data. The vertex declaration implies the usage; this index modifies it.</param>
<param name="binormIndex">Index that provides the usage index for the binormal data. The vertex declaration implies the usage; this index modifies it.</param>
<param name="wrap">Value that is set to 0 to specify no wrapping, or to 1 to specify wrapping in the u and v directions.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh. The size of this array must be at least 3 * <see cref="P:Microsoft.DirectX.Direct3D.BaseMesh.NumberFaces" />.</param>
<summary>Converts the specified mesh subset into a single triangle strip.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" /> object that represents the mesh to convert.</param>
<param name="attributeIdentifier">Attribute identifier of the mesh subset to convert.</param>
<param name="indexBufferOptions">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify options for creating the single strip mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="numIndices">Number of indices in the buffer returned in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.ConvertMeshSubsetToSingleStrip(Microsoft.DirectX.Direct3D.Mesh,System.Int32,Microsoft.DirectX.Direct3D.MeshFlags,System.Int32@)" />.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> object that contains the strip.</returns>
<summary>Converts the specified mesh subset into a series of strips.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" /> class that represents the mesh to convert.</param>
<param name="attributeIdentifier">Attribute identifier of the mesh subset to convert.</param>
<param name="indexBufferOptions">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify options for creating the new strip mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="numIndices">Number of indices in the buffer returned in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.ConvertMeshSubsetToSingleStrip(Microsoft.DirectX.Direct3D.Mesh,System.Int32,Microsoft.DirectX.Direct3D.MeshFlags,System.Int32@)" />.</param>
<param name="stripLengths">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains one <see cref="T:System.Int32" /> value per strip, which specifies the number of triangles in that strip.</param>
<param name="numStrips">Number of individual strips in the index buffer and the corresponding strip length array.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.IndexBuffer" /> class that represents the index buffer containing the strip.</returns>
<summary>Creates a new <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> instance.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXMesh" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a new <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> instance.</summary>
<param name="numFaces">Number of faces for the mesh. The valid range is greater than 0 and one less than the maximum <see cref="T:System.Int32" /> (typically 65534), because the last index is reserved.</param>
<param name="numVertices">Number of vertices for the mesh. This parameter must be greater than 0.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="vertexFormat">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> enumeration that specify the format of the mesh vertices.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<summary>Creates a new <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> instance.</summary>
<param name="numFaces">Number of faces for the mesh. The valid range is greater than 0 and one less than the maximum <see cref="T:System.Int32" /> (typically 65534), because the last index is reserved.</param>
<param name="numVertices">Number of vertices for the mesh. This parameter must be greater than 0.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="declaration">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing an array of <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> enumeration values that specify the format of the mesh vertices.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<summary>Creates a new <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> instance.</summary>
<param name="numFaces">Number of faces for the mesh. The valid range is greater than 0 and one less than the maximum <see cref="T:System.Int32" /> (typically 65534), because the last index is reserved.</param>
<param name="numVertices">Number of vertices for the mesh. This parameter must be greater than 0.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="declaration">An array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> objects, that describes the vertex format for the returned mesh. This parameter must map directly to a flexible vertex format (FVF).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<summary>Uses a left-handed coordinate system to create a mesh that contains a cylinder.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the created cylinder mesh.</param>
<param name="radius1">Radius at the negative Z end. Value should be greater than or equal to 0.0f.</param>
<param name="radius2">Radius at the positive Z end. Value should be greater than or equal to 0.0f.</param>
<param name="length">Length of the cylinder along the z-axis.</param>
<param name="slices">Number of slices around the main axis.</param>
<param name="stacks">Number of stacks along the main axis.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cylinder mesh.</returns>
<summary>Uses a left-handed coordinate system to create a mesh that contains a cylinder.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the created cylinder mesh.</param>
<param name="radius1">Radius at the negative Z end. Value should be greater than or equal to 0.0f.</param>
<param name="radius2">Radius at the positive Z end. Value should be greater than or equal to 0.0f.</param>
<param name="length">Length of the cylinder along the z-axis.</param>
<param name="slices">Number of slices around the main axis.</param>
<param name="stacks">Number of stacks along the main axis.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cylinder mesh.</returns>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object to free resources before it is destroyed by the garbage collector.</summary>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<param name="materials">Array that contains materials data. The array contains an array of <see cref="T:Microsoft.DirectX.Direct3D.Material" /> structures, which in turn contain information from the .x file.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<param name="materials">Array that contains materials data. The array contains an array of <see cref="T:Microsoft.DirectX.Direct3D.Material" /> structures, which in turn contain information from the .x file.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array that contains materials data. The array contains an array of <see cref="T:Microsoft.DirectX.Direct3D.Material" /> structures, which in turn contain information from the .x file.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array that contains materials data. The array contains an array of <see cref="T:Microsoft.DirectX.Direct3D.Material" /> structures, which in turn contain information from the .x file.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="readBytes">Size of the file in memory in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="readBytes">Size of the file in memory in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="readBytes">Size of the file in memory in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="readBytes">Size of the file in memory in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="readBytes">Size of the file in memory in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="readBytes">Size of the file in memory in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="readBytes">Size of the file in memory in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh data.</param>
<param name="readBytes">Size of the file in memory in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</returns>
<summary>Loads a mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that contains the mesh data.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the loaded mesh.</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, ID3DXMesh, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> class. Not supported.</returns>
<summary>Determines whether a ray intersects with a mesh.</summary>
<param name="rayPos">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the origin coordinate of the ray.</param>
<param name="rayDir">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the direction of the ray.</param>
<param name="allHits">Array of <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> structures that describe all intersections of the ray and the mesh.</param>
<returns>Value that is true if the ray intersects a triangular face on the mesh; otherwise, the value is false.</returns>
<summary>Determines whether a ray intersects with a mesh.</summary>
<param name="rayPos">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the origin coordinate of the ray.</param>
<param name="rayDir">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the direction of the ray.</param>
<param name="closestHit">An <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> object that describes the closest intersection between the array and the mesh.</param>
<returns>Value that is true if the ray intersects a triangular face on the mesh; otherwise, the value is false.</returns>
<summary>Determines whether a ray intersects with a mesh.</summary>
<param name="rayPos">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the origin coordinate of the ray.</param>
<param name="rayDir">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the direction of the ray.</param>
<param name="closestHit">An <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> object that describes the closest intersection between the array and the mesh.</param>
<param name="allHits">Array of <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> structures that describe all intersections of the ray and the mesh.</param>
<returns>Value that is true if the ray intersects a triangular face on the mesh; otherwise, the value is false.</returns>
<summary>Intersects the specified ray with a given mesh subset.</summary>
<param name="attributeId">Attribute identifier of the subset to intersect with.</param>
<param name="rayPos">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the origin coordinate of the ray.</param>
<param name="rayDir">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the direction of the ray.</param>
<param name="allHits">Array of <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> structures that describe all intersections of the ray and the mesh.</param>
<returns>Value that is true if the ray intersects a triangular face on the mesh; otherwise, the value is false.</returns>
<summary>Intersects the specified ray with a given mesh subset.</summary>
<param name="attributeId">Attribute identifier of the subset to intersect with.</param>
<param name="rayPos">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the origin coordinate of the ray.</param>
<param name="rayDir">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the direction of the ray.</param>
<param name="closestHit">An <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> object that describes the closest intersection between the array and the mesh.</param>
<returns>Value that is true if the ray intersects a triangular face on the mesh; otherwise, the value is false.</returns>
<summary>Intersects the specified ray with a given mesh subset.</summary>
<param name="attributeId">Attribute identifier of the subset to intersect with.</param>
<param name="rayPos">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the origin coordinate of the ray.</param>
<param name="rayDir">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that specifies the direction of the ray.</param>
<param name="closestHit">An <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> object that describes the closest intersection between the array and the mesh.</param>
<param name="allHits">Array of <see cref="T:Microsoft.DirectX.Direct3D.IntersectInformation" /> structures that describe all intersections of the ray and the mesh.</param>
<returns>Value that is true if the ray intersects a triangular face on the mesh; otherwise, the value is false.</returns>
<summary>Loads the first frame hierarchy from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh hierarchy to load.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<param name="userDataLoader">Application-provided object that allows loading of user data. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.LoadUserData" />.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.AnimationRootFrame" />. The <see cref="P:Microsoft.DirectX.Direct3D.AnimationRootFrame.AnimationController" /> property contains an <see cref="T:Microsoft.DirectX.Direct3D.AnimationController" /> that corresponds to an animation, created with default tracks and events, in the DirectX (.x) file.</returns>
<summary>Loads the first frame hierarchy from a <see cref="T:System.IO.Stream" />.</summary>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the mesh hierarchy to load.</param>
<param name="readBytes">Size of the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.LoadHierarchy" /> in bytes.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" />to associate with the mesh.</param>
<param name="userDataLoader">Application-provided object that allows loading of user data. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.LoadUserData" />.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.AnimationRootFrame" />. The <see cref="P:Microsoft.DirectX.Direct3D.AnimationRootFrame.AnimationController" /> property contains an <see cref="T:Microsoft.DirectX.Direct3D.AnimationController" /> that corresponds to an animation, created with default tracks and events, in the DirectX (.x) file.</returns>
<summary>Loads the first frame hierarchy in a DirectX (.x) file.</summary>
<param name="filename">String that specifies the file name.</param>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the mesh.</param>
<param name="allocHierarchy">An <see cref="T:Microsoft.DirectX.Direct3D.AllocateHierarchy" /> object. See Remarks.</param>
<param name="userDataLoader">Application-provided object that allows loading of user data. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.LoadUserData" />.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.AnimationRootFrame" />. The <see cref="P:Microsoft.DirectX.Direct3D.AnimationRootFrame.AnimationController" /> property contains an <see cref="T:Microsoft.DirectX.Direct3D.AnimationController" /> that corresponds to an animation, created with default tracks and events, in the .x file.</returns>
<summary>Locks an attribute buffer and obtains its memory.</summary>
<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" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />. For a description of the flags, see <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />.</param>
<summary>Locks an attribute buffer and obtains its memory.</summary>
<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" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />.</param>
<returns>Returns an array that contains three <see cref="T:System.Int32" /> values for each face in the mesh.</returns>
<summary>Controls the reordering of mesh faces and vertices to optimize performance and generate an output mesh.</summary>
<param name="flags">Type of optimization to perform; can be set to one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (except <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.Use32Bit" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbWriteOnly" />, and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.WriteOnly" />).</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the optimized mesh.</returns>
<summary>Controls the reordering of mesh faces and vertices to optimize performance and generate an output mesh.</summary>
<param name="flags">Type of optimization to perform; can be set to one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (except <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.Use32Bit" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbWriteOnly" />, and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.WriteOnly" />).</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0.</param>
<param name="adjacencyOut">[in, out] Array for the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outermost array is one set of face adjacencies per triangle in the mesh.</param>
<param name="faceRemap">[in, out] Destination buffer that contains the new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains the new index for each vertex.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the optimized mesh.</returns>
<summary>Controls the reordering of mesh faces and vertices to optimize performance and generate an output mesh.</summary>
<param name="flags">Type of optimization to perform; can be set to one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (except <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.Use32Bit" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbWriteOnly" />, and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.WriteOnly" />).</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the optimized mesh.</returns>
<summary>Controls the reordering of mesh faces and vertices to optimize performance and generate an output mesh.</summary>
<param name="flags">Type of optimization to perform; can be set to one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (except <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.Use32Bit" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbWriteOnly" />, and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.WriteOnly" />).</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0.</param>
<param name="adjacencyOut">[in, out] Array for the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outermost array is one set of face adjacencies per triangle in the mesh.</param>
<param name="faceRemap">[in, out] Destination buffer that contains the new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains the new index for each vertex.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the optimized mesh.</returns>
<summary>Controls the reordering of mesh faces and vertices to optimize performance.</summary>
<param name="flags">Type of optimization to perform; can be set to one or more of the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />Optimize* flags.</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0.</param>
<summary>Controls the reordering of mesh faces and vertices to optimize performance.</summary>
<param name="flags">Type of optimization to perform; can be set to one or more of the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />Optimize* flags.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0.</param>
<summary>Controls the reordering of mesh faces and vertices to optimize performance.</summary>
<param name="flags">Type of optimization to perform; can be set to one or more of the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />Optimize* flags.</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0.</param>
<param name="adjacencyOut">[in, out] Array for the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outermost array is one set of face adjacencies per triangle in the mesh.</param>
<param name="faceRemap">[in, out] Destination buffer that contains the new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains the new index for each vertex.</param>
<summary>Controls the reordering of mesh faces and vertices to optimize performance.</summary>
<param name="flags">Type of optimization to perform; can be set to one or more of the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />Optimize* flags.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0.</param>
<param name="adjacencyOut">[in, out] Array for the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outermost array is one set of face adjacencies per triangle in the mesh.</param>
<param name="faceRemap">[in, out] Destination buffer that contains the new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains the new index for each vertex.</param>
<summary>Uses a left-handed coordinate system to create a mesh that contains an n-sided polygon.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the created polygon mesh.</param>
<param name="length">Length of each side.</param>
<param name="sides">Number of sides for the polygon; must be greater than or equal to 3.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the polygon mesh.</returns>
<summary>Uses a left-handed coordinate system to create a mesh that contains an n-sided polygon.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the created polygon mesh.</param>
<param name="length">Length of each side.</param>
<param name="sides">Number of sides for the polygon; must be greater than or equal to 3.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the polygon mesh.</returns>
<summary>Saves the mesh to the specified stream object.</summary>
<param name="filename">String that specifies the file name.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information to save in the DirectX (.x) file.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<summary>Saves the mesh to the specified stream object.</summary>
<param name="filename">String that specifies the file name.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information to save in the DirectX (.x) file.</param>
<param name="effects">Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, one per attribute group in the mesh. An effect instance is a particular instance of state information used to initialize an effect.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<summary>Saves the mesh to the specified stream object.</summary>
<param name="filename">String that specifies the file name.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information to save in the DirectX (.x) file.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<summary>Saves the mesh to the specified stream object.</summary>
<param name="filename">String that specifies the file name.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information to save in the DirectX (.x) file.</param>
<param name="effects">Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, one per attribute group in the mesh. An effect instance is a particular instance of state information used to initialize an effect.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<summary>Saves the mesh to the specified stream object.</summary>
<param name="stream">The <see cref="T:System.IO.Stream" /> in which to save the .x file.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information to save in the DirectX (.x) file.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<summary>Saves the mesh to the specified stream object.</summary>
<param name="stream">The <see cref="T:System.IO.Stream" /> in which to save the .x file.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information to save in the DirectX (.x) file.</param>
<param name="effects">Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, one per attribute group in the mesh. An effect instance is a particular instance of state information used to initialize an effect.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<summary>Saves the mesh to the specified stream object.</summary>
<param name="stream">The <see cref="T:System.IO.Stream" /> in which to save the .x file.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information to save in the DirectX (.x) file.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<summary>Saves the mesh to the specified stream object.</summary>
<param name="stream">The <see cref="T:System.IO.Stream" /> in which to save the .x file.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information to save in the DirectX (.x) file.</param>
<param name="effects">Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, one per attribute group in the mesh. An effect instance is a particular instance of state information used to initialize an effect.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<summary>Creates a DirectX (.x) file and saves the mesh hierarchy and corresponding animations in it.</summary>
<param name="filename">String that specifies the file name.</param>
<param name="format">An <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> that indicates the format to use when saving the .x file. See Remarks.</param>
<param name="frameRoot">Root node of the hierarchy to save. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Frame" />.</param>
<param name="animationMixer">An <see cref="T:Microsoft.DirectX.Direct3D.AnimationController" /> whose animation sets will be stored.</param>
<param name="saveUserData">Application-provided object that allows saving of user data. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.SaveUserData" />.</param>
<summary>Sets a mesh's attribute table and specifies the number of entries stored in it.</summary>
<param name="table">Array of <see cref="T:Microsoft.DirectX.Direct3D.AttributeRange" /> structures that represent the entries in the mesh attribute table.</param>
<summary>Generates a simplified mesh using the provided weights that come as close as possible to the given <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" />.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be simplified.</param>
<param name="minValue">Number of vertices or faces, depending on the flag set in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> parameter, by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh; can be one of the Simplify* flags in <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned simplification mesh.</returns>
<summary>Generates a simplified mesh using the provided weights that come as close as possible to the given <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" />.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be simplified.</param>
<param name="vertexWeights">Array of vertex weights. If this parameter is set to 0, all vertex weights are set to 1.0.</param>
<param name="minValue">Number of vertices or faces, depending on the flag set in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> parameter, by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh; can be one of the Simplify* flags in <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned simplification mesh.</returns>
<summary>Generates a simplified mesh using the provided weights that come as close as possible to the given <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" />.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be simplified.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> structure that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="minValue">Number of vertices or faces, depending on the flag set in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> parameter, by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh; can be one of the Simplify* flags in <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned simplification mesh.</returns>
<summary>Generates a simplified mesh using the provided weights that come as close as possible to the given <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" />.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be simplified.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> structure that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="vertexWeights">Array of vertex weights. If this parameter is set to 0, all vertex weights are set to 1.0.</param>
<param name="minValue">Number of vertices or faces, depending on the flag set in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> parameter, by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh; can be one of the Simplify* flags in <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned simplification mesh.</returns>
<summary>Generates a simplified mesh using the provided weights that come as close as possible to the given <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" />.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be simplified.</param>
<param name="vertexWeights">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of vertex weights. If this parameter is set to 0, all vertex weights are set to 1.0.</param>
<param name="minValue">Number of vertices or faces, depending on the flag set in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> parameter, by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh; can be one of the Simplify* flags in <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned simplification mesh.</returns>
<summary>Generates a simplified mesh using the provided weights that come as close as possible to the given <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" />.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be simplified.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> structure that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="vertexWeights">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of vertex weights. If this parameter is set to 0, all vertex weights are set to 1.0.</param>
<param name="minValue">Number of vertices or faces, depending on the flag set in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> parameter, by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh; can be one of the Simplify* flags in <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned simplification mesh.</returns>
<summary>Uses a left-handed coordinate system to create a mesh that contains a sphere.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the created sphere mesh.</param>
<param name="radius">Radius of the sphere. This value should be greater than or equal to 0.0f.</param>
<param name="slices">Number of slices around the main axis.</param>
<param name="stacks">Number of stacks along the main axis.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the sphere mesh.</returns>
<summary>Uses a left-handed coordinate system to create a mesh that contains a sphere.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the created sphere mesh.</param>
<param name="radius">Radius of the sphere. This value should be greater than or equal to 0.0f.</param>
<param name="slices">Number of slices around the main axis.</param>
<param name="stacks">Number of stacks along the main axis.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing an array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the sphere mesh.</returns>
<summary>Splits a mesh into multiple meshes that are smaller than the specified size.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be simplified.</param>
<param name="maxSize">Maximum number of vertices in the resulting mesh.</param>
<param name="options">One or more of the Option*<see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> for the new meshes.</param>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> objects for the new meshes. For a source mesh split into n meshes, the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Split" /> value is an array of n<see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> objects.</returns>
<summary>Splits a mesh into multiple meshes that are smaller than the specified size.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be simplified.</param>
<param name="maxSize">Maximum number of vertices in the resulting mesh.</param>
<param name="options">One or more of the Option*<see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> for the new meshes.</param>
<param name="adjacencyArrayOut">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains adjacency arrays (<see cref="T:System.Int32" /> values) for the new meshes.</param>
<param name="faceRemapArrayOut">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains an array of face remap arrays (<see cref="T:System.Int32" /> values) for the new meshes.</param>
<param name="vertRemapArrayOut">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains an array of vertex remap arrays for the new meshes.</param>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> objects for the new meshes. For a source mesh split into n meshes, the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Split" /> value is an array of n<see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> objects.</returns>
<summary>Uses a left-handed coordinate system to create a mesh that contains a teapot.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the created teapot mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the teapot mesh.</returns>
<summary>Uses a left-handed coordinate system to create a mesh that contains a teapot.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the created teapot mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing an array filled with three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the teapot mesh.</returns>
<summary>Tessellates the given mesh using the N-patchtessellation scheme.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to tessellate.</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<param name="numSegs">Number of segments per edge to tessellate.</param>
<param name="quadraticInterpNormals">Set to true if quadratic interpolation for normals is used. Set to false if linear interpolation is used.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned tessellated mesh.</returns>
<summary>Tessellates the given mesh using the N-patchtessellation scheme.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to tessellate.</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<param name="numSegs">Number of segments per edge to tessellate.</param>
<param name="quadraticInterpNormals">Set to true if quadratic interpolation for normals is used. Set to false if linear interpolation is used.</param>
<param name="adjacencyOut">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the output mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned tessellated mesh.</returns>
<summary>Tessellates the given mesh using the N-patchtessellation scheme.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to tessellate.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<param name="numSegs">Number of segments per edge to tessellate.</param>
<param name="quadraticInterpNormals">Set to true if quadratic interpolation for normals is used. Set to false if linear interpolation is used.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned tessellated mesh.</returns>
<summary>Tessellates the given mesh using the N-patchtessellation scheme.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to tessellate.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<param name="numSegs">Number of segments per edge to tessellate.</param>
<param name="quadraticInterpNormals">Set to true if quadratic interpolation for normals is used. Set to false if linear interpolation is used.</param>
<param name="adjacencyOut">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the output mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the returned tessellated mesh.</returns>
<summary>Creates a mesh that contains the specified text, using a .NET font object.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the text mesh.</param>
<param name="font">A <see cref="T:System.Drawing.Font" /> object that creates the mesh.</param>
<param name="text">String that specifies the text to generate.</param>
<param name="deviation">Maximum chordal deviation from font outlines.</param>
<param name="extrusion">Amount to extrude text in the negative z-direction.</param>
<param name="glyphMetrics">Array of <see cref="T:Microsoft.DirectX.Direct3D.GlyphMetricsFloat" /> structures that contain the glyph metric data. See Remarks. If glyph sizes are not a concern, this parameter can be omitted.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cylinder mesh.</returns>
<summary>Creates a mesh that contains the specified text, using a .NET font object.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the text mesh.</param>
<param name="font">A <see cref="T:System.Drawing.Font" /> object that creates the mesh.</param>
<param name="text">String that specifies the text to generate.</param>
<param name="deviation">Maximum chordal deviation from font outlines.</param>
<param name="extrusion">Amount to extrude text in the negative z-direction.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing an array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cylinder mesh.</returns>
<summary>Creates a mesh that contains the specified text, using a .NET font object.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the text mesh.</param>
<param name="font">A <see cref="T:System.Drawing.Font" /> object that creates the mesh.</param>
<param name="text">String that specifies the text to generate.</param>
<param name="deviation">Maximum chordal deviation from font outlines.</param>
<param name="extrusion">Amount to extrude text in the negative z-direction.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing an array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="glyphMetrics">Array of <see cref="T:Microsoft.DirectX.Direct3D.GlyphMetricsFloat" /> structures that contain the glyph metric data. See Remarks. If glyph sizes are not a concern, this parameter can be omitted.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cylinder mesh.</returns>
<summary>Uses a left-handed coordinate system to create a mesh that contains a torus.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device associated with the text mesh.</param>
<param name="innerRadius">Inner radius of the torus; should be greater than or equal to 0.0f.</param>
<param name="outerRadius">Outer radius of the torus; should be greater than or equal to 0.0f.</param>
<param name="sides">Number of sides in a cross section; must be greater than or equal to 3.</param>
<param name="rings">Number of rings in the torus; must be greater than or equal to 3.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing an array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the torus mesh.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> 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.ID3DXMesh" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be tested.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be tested.</param>
<param name="errorsAndWarnings">Returns a buffer that contains a string of errors and warnings, which explain the problems found in the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be tested.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh to be tested.</param>
<param name="errorsAndWarnings">Returns a buffer that contains a string of errors and warnings, which explain the problems found in the mesh.</param>
<summary>Welds together replicated vertices that have equal attributes.</summary>
<param name="flags">One or more flags from <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilonsFlags" />.</param>
<param name="epsilons">A <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilons" /> structure that specifies the epsilon values to use for this method.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0. If this parameter is omitted, <see cref="M:Microsoft.DirectX.Direct3D.BaseMesh.GenerateAdjacency(System.Single,System.Int32[])" /> is called to create logical adjacency information.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the new index for each vertex.</param>
<summary>Welds together replicated vertices that have equal attributes.</summary>
<param name="flags">One or more flags from <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilonsFlags" />.</param>
<param name="epsilons">A <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilons" /> structure that specifies the epsilon values to use for this method.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0. If this parameter is omitted, <see cref="M:Microsoft.DirectX.Direct3D.BaseMesh.GenerateAdjacency(System.Single,System.Int32[])" /> is called to create logical adjacency information.</param>
<summary>Welds together replicated vertices that have equal attributes.</summary>
<param name="flags">One or more flags from <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilonsFlags" />.</param>
<param name="epsilons">A <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilons" /> structure that specifies the epsilon values to use for this method.</param>
<param name="adjacencyIn">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0. If this parameter is omitted, <see cref="M:Microsoft.DirectX.Direct3D.BaseMesh.GenerateAdjacency(System.Single,System.Int32[])" /> is called to create logical adjacency information.</param>
<param name="adjacencyOut">[in, out] Face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outermost array is one set of face adjacencies per triangle in the mesh.</param>
<param name="faceRemap">Array that contains the new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the new index for each vertex.</param>
<summary>Welds together replicated vertices that have equal attributes.</summary>
<param name="flags">One or more flags from <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilonsFlags" />.</param>
<param name="epsilons">A <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilons" /> structure that specifies the epsilon values to use for this method.</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0. If this parameter is omitted, <see cref="M:Microsoft.DirectX.Direct3D.BaseMesh.GenerateAdjacency(System.Single,System.Int32[])" /> is called to create logical adjacency information.</param>
<param name="adjacencyOut">[in, out] A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outer array is one set of face adjacencies per triangle in the mesh.</param>
<summary>Welds together replicated vertices that have equal attributes.</summary>
<param name="flags">One or more flags from <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilonsFlags" />.</param>
<param name="epsilons">A <see cref="T:Microsoft.DirectX.Direct3D.WeldEpsilons" /> structure that specifies the epsilon values to use for this method.</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh. If the edge has no adjacent faces, the value is 0. If this parameter is omitted, <see cref="M:Microsoft.DirectX.Direct3D.BaseMesh.GenerateAdjacency(System.Single,System.Int32[])" /> is called to create logical adjacency information.</param>
<param name="adjacencyOut">[in, out] A <see cref="T:Microsoft.DirectX.GraphicsStream" /> that contains the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outer array is one set of face adjacencies per triangle in the mesh.</param>
<param name="faceRemap">Array that contains the new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the new index for each vertex.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.MeshContainer" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves or sets a <see cref="T:Microsoft.DirectX.Direct3D.SkinInformation" /> object that contains information about animating bones in a skin mesh.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.PatchMesh.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Creates a new patch mesh with the specified vertex declaration.</summary>
<param name="options">Mesh creation options, indicated through one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="decl">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that specify the vertex format for the vertices in the output mesh.</param>
<summary>Creates a new patch mesh with the specified vertex declaration.</summary>
<param name="options">Mesh creation options, indicated through one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="decl">Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that specify the vertex format for the vertices in the output mesh.</param>
<summary>Creates a mesh from a control patch mesh.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXPatchMesh" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Creates a mesh from a control patch mesh.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the patch mesh.</param>
<param name="information">Patch information structure. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.PatchInformation" />.</param>
<param name="numberPatches">Number of patches.</param>
<param name="numberVertices">Number of control vertices in the patch.</param>
<param name="declaration">Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that describe the vertex format for the returned mesh.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Loads a patch mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the file data object to load.</param>
<param name="options">One or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> or <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> object that represents the loaded patch mesh.</returns>
<summary>Loads a patch mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the file data object to load.</param>
<param name="options">One or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> or <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the mesh.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> object that represents the loaded patch mesh.</returns>
<summary>Loads a patch mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the file data object to load.</param>
<param name="options">One or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> or <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> object that represents the loaded patch mesh.</returns>
<summary>Loads a patch mesh from an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the file data object to load.</param>
<param name="options">One or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> or <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object to associate with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> structures that contain material information saved in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> object that represents the loaded patch mesh.</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, ID3DXPatchMesh, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> class. Not supported.</returns>
<param name="adaptive">Value that specifies adaptive tessellation. For adaptive tessellation, set this parameter to -1 and set <see cref="M:Microsoft.DirectX.Direct3D.PatchMesh.GetTessellateSize(System.Single,System.Int32,System.Int32@,System.Int32@)" /> to the maximum tessellation value. This results in the maximum mesh size necessary for adaptive tessellation. To specify no tessellation, set this parameter to 0.</param>
<param name="numTriangles">Number of triangles generated by the tessellated mesh.</param>
<param name="numVertices">Number of vertices generated by the tessellated mesh.</param>
<summary>Locks the attribute buffer and obtains its memory.</summary>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. Valid flags for this method are <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.Discard" />, <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.NoDirtyUpdate" />, <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" />, and <see cref="F:Microsoft.DirectX.Direct3D.LockFlags.ReadOnly" />.</param>
<returns>Returns the locked buffer as a <see cref="T:Microsoft.DirectX.GraphicsStream" /> object.</returns>
<summary>Locks the attribute buffer and obtains its memory.</summary>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform. Valid flags for this method 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" />.</param>
<returns>Returns the locked buffer in an array.</returns>
<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="T:Microsoft.DirectX.Direct3D.LockFlags" />, 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" /> that represents the locked index buffer.</returns>
<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="T:Microsoft.DirectX.Direct3D.LockFlags" />, 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 represents the locked index buffer.</returns>
<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.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>
<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" /> 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>
<param name="data">An <see cref="T:System.Object" /> that contains the data to copy into the index buffer. This can be any value type or array of value types. The <see cref="T:System.Int32" /> and <see cref="T:System.Int16" /> values are commonly used.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform when setting the data. 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="data">An <see cref="T:System.Object" /> that contains the data to copy into the vertex buffer. This can be any value type or array of value types. The <see cref="T:System.Int32" /> and <see cref="T:System.Int16" /> values are commonly used.</param>
<param name="flags">Zero or more <see cref="T:Microsoft.DirectX.Direct3D.LockFlags" /> that describe the type of lock to perform when setting the data. 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>
<summary>Performs uniform tessellation based on the tessellation level.</summary>
<param name="tessLevel">Tessellation level. This is the number of vertices introduced between existing vertices. The range of this floating-point parameter is between 0 and 32.</param>
<param name="mesh">Resulting tessellated mesh. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Mesh" />.</param>
<summary>Performs adaptive tessellation based on the z-based adaptive tessellation criterion.</summary>
<param name="trans">Specifies a 4-D vector (<see cref="T:Microsoft.DirectX.Vector4" />) that is dotted with the vertices to get the per-vertex adaptive tessellation amount. Each edge is tessellated to the average value of the tessellation levels for the two vertices it connects.</param>
<param name="maxTessellate">Maximum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. The range of this integer value is between <see cref="M:Microsoft.DirectX.Direct3D.PatchMesh.TessellateAdaptive(Microsoft.DirectX.Vector4,System.Int32,System.Int32,Microsoft.DirectX.Direct3D.Mesh)" /> and 32.</param>
<param name="minTessellate">Minimum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. The range of this integer value is between 1 and <see cref="M:Microsoft.DirectX.Direct3D.PatchMesh.TessellateAdaptive(Microsoft.DirectX.Vector4,System.Int32,System.Int32,Microsoft.DirectX.Direct3D.Mesh)" />.</param>
<param name="mesh">Resulting tessellated mesh. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.Mesh" />.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> 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.ID3DXPatchMesh" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PatchMesh" /> object.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.DegenerateItems" /> structure that contains the indexes of patches and vertices that caused validation to fail.</returns>
<param name="errorsAndWarnings">Returns a buffer that contains a string of errors and warnings, which explain the problems found in the mesh.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.DegenerateItems" /> structure that contains the indexes of patches and vertices that caused validation to fail.</returns>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.ProgressiveMesh.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="declaration">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that describe the vertex format for the returned mesh. This parameter must map directly to a flexible vertex format (FVF).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device object associated with the mesh.</param>
<returns>Returns a cloned <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object.</returns>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="declaration">Array containing <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that describe the vertex format for the returned mesh. This parameter must map directly to a flexible vertex format (FVF).</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device object associated with the mesh.</param>
<returns>Returns a cloned <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object.</returns>
<param name="options">One or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify creation options for the mesh (excepting the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> and <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags).</param>
<param name="vertexFormat">A <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> enumerated value that indicates the vertex format of the returned mesh.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device object associated with the mesh.</param>
<returns>Returns a cloned <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object.</returns>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXPMesh" /> 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.ProgressiveMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created progressive mesh.</param>
<param name="minValue">Number of vertices or faces (depending on which flag is set in the <see cref="M:Microsoft.DirectX.Direct3D.ProgressiveMesh.#ctor" /> parameter) by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh. Either <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" /> or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" /> can be set.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created progressive mesh.</param>
<param name="vertexWeights">Array of vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight for a given vertex, the less likely it is to be simplified out of existence.</param>
<param name="minValue">Number of vertices or faces (depending on which flag is set in the <see cref="M:Microsoft.DirectX.Direct3D.ProgressiveMesh.#ctor" /> parameter) by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh. Either <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" /> or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" /> can be set.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created progressive mesh.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> structure that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="minValue">Number of vertices or faces (depending on which flag is set in the <see cref="M:Microsoft.DirectX.Direct3D.ProgressiveMesh.#ctor" /> parameter) by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh. Either <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" /> or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" /> can be set.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created progressive mesh.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> structure that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="vertexWeights">Array of vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight for a given vertex, the less likely it is to be simplified out of existence.</param>
<param name="minValue">Number of vertices or faces (depending on which flag is set in the <see cref="M:Microsoft.DirectX.Direct3D.ProgressiveMesh.#ctor" /> parameter) by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh. Either <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" /> or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" /> can be set.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created progressive mesh.</param>
<param name="vertexWeights">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight for a given vertex, the less likely it is to be simplified out of existence.</param>
<param name="minValue">Number of vertices or faces (depending on which flag is set in the <see cref="M:Microsoft.DirectX.Direct3D.ProgressiveMesh.#ctor" /> parameter) by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh. Either <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" /> or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" /> can be set.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the source mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created progressive mesh.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> structure that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="vertexWeights">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> of vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight for a given vertex, the less likely it is to be simplified out of existence.</param>
<param name="minValue">Number of vertices or faces (depending on which flag is set in the <see cref="M:Microsoft.DirectX.Direct3D.ProgressiveMesh.#ctor" /> parameter) by which to simplify the source mesh.</param>
<param name="options">Simplification options for the mesh. Either <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" /> or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" /> can be set.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> 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, ID3DXPMesh, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> class. Not supported.</returns>
<summary>Generates an output mesh with reordered faces and vertices to optimize performance.</summary>
<param name="flags">Type of optimization to perform. This parameter can be set to one or more flags from <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> (except <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.Use32Bit" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.WriteOnly" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbWriteOnly" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" />, or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" />).</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the optimized mesh.</returns>
<summary>Generates an output mesh with reordered faces and vertices to optimize performance.</summary>
<param name="flags">Type of optimization to perform. This parameter can be set to one or more flags from <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> (except <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.Use32Bit" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.WriteOnly" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbWriteOnly" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" />, or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" />).</param>
<param name="adjacencyOut">Array for the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outermost array is one set of face adjacencies per triangle in the mesh. The size of this array is the maximum number of faces multiplied by 3.</param>
<param name="faceRemap">Array that contains the new index for each face.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the optimized mesh.</returns>
<summary>Generates an output mesh with reordered faces and vertices to optimize performance.</summary>
<param name="flags">Type of optimization to perform. This parameter can be set to one or more flags from <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> (except <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.Use32Bit" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.WriteOnly" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbWriteOnly" />, <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyFace" />, or <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.SimplifyVertex" />).</param>
<param name="adjacencyOut">Array for the face adjacency array of the optimized mesh. The face adjacency is stored as an array of arrays. The innermost array is three indices of adjacent triangles, and the outermost array is one set of face adjacencies per triangle in the mesh. The size of this array is the maximum number of faces multiplied by 3.</param>
<param name="faceRemap">Array that contains the new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the new index for each vertex.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the optimized mesh.</returns>
<summary>Optimizes the base level of detail (LOD) part of a <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object.</summary>
<param name="flags">One or more Optimize* flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify the type of optimization to perform.</param>
<summary>Optimizes the base level of detail (LOD) part of a <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object.</summary>
<param name="flags">One or more Optimize* flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specify the type of optimization to perform.</param>
<param name="faceRemap">Array of <see cref="T:System.Int32" /> values that indicate how the triangles were rearranged.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> 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.ID3DXPMesh" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object.</param>
<summary>Retrieves the currently set number of faces, or sets the current level of detail (LOD) to as close to the specified number of faces as possible.</summary>
<param name="faces">Target number of faces. This value specifies the desired change in the LOD.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.PrtBuffer.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Adds another buffer to the <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> and stores the results in <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" />.</summary>
<param name="buffer">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> that contains members to be added to the respective members of the <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> buffer.</param>
<summary>Associates a <see cref="T:Microsoft.DirectX.Direct3D.TextureGutterHelper" /> object with the <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXPRTBuffer" /> 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.PrtBuffer" /> class.</summary>
<param name="width">Width of the texture, in pixels</param>
<param name="height">Height of the texture, in pixels.</param>
<param name="numberCoefficients">Number of coefficients per sample location. When using spherical harmonic (SH)precomputed radiance transfer (PRT), the number of coefficients should be Order2, where Order is the order of the spherical harmonic (SH) evaluation. Order must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The degree of the evaluation is Order - 1.</param>
<param name="numberChannels">Number of color channels to set in the mesh. Set to 1 to specify gray materials (R = G = B), or 3 to enable color bleeding effects.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> class.</summary>
<param name="numberSamples">Number of vertices (or texels) sampled.</param>
<param name="numberCoefficients">Number of coefficients per sample location. When using spherical harmonic (SH)precomputed radiance transfer (PRT), the number of coefficients should be Order2, where Order is the order of the spherical harmonic (SH) evaluation. Order must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The degree of the evaluation is Order - 1.</param>
<param name="numberChannels">Number of color channels to set in the mesh. Set to 1 to specify gray materials (R = G = B), or 3 to enable color bleeding effects.</param>
<summary>Extracts coefficient data from a color channel of the buffer for a specified range of coefficients, and adds the data to a <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object.</summary>
<param name="channel">Buffer color channel from which to extract texture data.</param>
<param name="startCoefficient">Starting value of the buffer coefficient from which to extract texture data.</param>
<param name="numberCoefficients">Number of scalars, beginning at <see cref="M:Microsoft.DirectX.Direct3D.PrtBuffer.ExtractTexture(System.Int32,System.Int32,System.Int32,Microsoft.DirectX.Direct3D.Texture)" />, from which to extract texture data.</param>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that will store coefficients.</param>
<summary>Extracts coefficient data from a single-channel buffer and adds the data to a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object.</summary>
<param name="numberCoefficients">Number of coefficients per sample location. When using spherical harmonic (SH)precomputed radiance transfer (PRT), the number of coefficients should be Order2, where Order is the order of the spherical harmonic (SH) evaluation. Order must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive.</param>
<param name="usage">A <see cref="T:Microsoft.DirectX.Direct3D.DeclarationUsage" /> object that describes vertex usage of the mesh.</param>
<param name="usageIndexStart">Starting index for coefficients to be stored in the mesh.</param>
<param name="scene">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that will store coefficients.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Loads into memory a precomputed radiance transfer (PRT) buffer that was saved to disk.</summary>
<param name="filename">Name of the file from which to load the buffer data.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that contains the precomputed radiance transfer (PRT) buffer data.</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, ID3DXPRTBuffer, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> class. Not supported.</returns>
<summary>Locks a range of vertex or texel sample data and returns a <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing the locked buffer memory.</summary>
<param name="start">Starting index of the sample of vertex or texel data.</param>
<param name="numberSamples">Number of vertices (or texels) sampled.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.GraphicsStream" /> object containing the locked buffer memory.</returns>
<summary>Disassociates an attached <see cref="T:Microsoft.DirectX.Direct3D.TextureGutterHelper" /> object with the <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object.</summary>
<summary>Multiplies every value in the buffer by a constant value.</summary>
<param name="scaleFactor">Constant value used to scale the buffer. Every value in the buffer is replaced by the product of this value and the original buffer value.</param>
<summary>Unlocks the buffer locked by <see cref="M:Microsoft.DirectX.Direct3D.PrtBuffer.LockBuffer(System.Int32,System.Int32)" /> or <see cref="M:Microsoft.DirectX.Direct3D.PrtBuffer.LockBufferSingleArray(System.Int32,System.Int32)" />.</summary>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> 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.ID3DXPRTBuffer" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object.</param>
<summary>Stores a compressed version of a <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object for use with principal component analysis (PCA).</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.PrtCompressedBuffer.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> 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.PrtCompressedBuffer" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXPRTCompBuffer" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Extracts the mean and principal component analysis (PCA) basis vectors for a given cluster from a <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> object.</summary>
<param name="cluster">Cluster for which the basis will be extracted.</param>
<param name="clusterBasis">An array of basis vector data for <see cref="M:Microsoft.DirectX.Direct3D.PrtCompressedBuffer.ExtractBasis(System.Int32,System.Single[])" />.</param>
<summary>Extracts the per-sample cluster identifiers (IDs) from a <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> object.</summary>
<param name="clusterIds">An integer array that will contain the cluster identifiers (IDs). The required size of the array is the value returned by <see cref="P:Microsoft.DirectX.Direct3D.PrtCompressedBuffer.NumberSamples" />.</param>
<summary>Extracts the per-sample principal component analysis (PCA) projection coefficients from a <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> object.</summary>
<param name="startPca">Starting index for principal component analysis (PCA) projection coefficients to extract from the buffer.</param>
<param name="numberExtract">Number of principal component analysis (PCA) projection coefficients to extract from the buffer.</param>
<param name="pcaCoefficients">Pointer to the location where clustered principal component analysis (CPCA) coefficients are written. The size of the data written is (Number of Samples) * (Number of PCA Coefficients).</param>
<summary>Extracts the per-sample principal component analysis (PCA) projection coefficients from a <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> object and adds the data to a <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object.</summary>
<param name="startPca">Starting value of the buffer coefficient from which to extract texture data.</param>
<param name="numberPca">Number of principal component analysis (PCA) coefficients to extract from the buffer.</param>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that will store principal component analysis (PCA) coefficients.</param>
<summary>Extracts the per-sample principal component analysis (PCA) projection coefficients from a <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> object and adds the data to a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object.</summary>
<param name="numberPca">Number of principal component analysis (PCA) coefficients to extract from the buffer.</param>
<param name="usage">Vertex usage descriptions of the mesh.</param>
<param name="usageIndexStart">Starting index for principal component analysis (PCA) coefficients to be stored in the mesh.</param>
<param name="scene">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that will store principal component analysis (PCA) coefficients.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Loads into memory a compressed precomputed radiance transfer (PRT) buffer that was saved to disk.</summary>
<param name="filename">Name of the file from which to load the compressed buffer data.</param>
<returns>Returns a <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> object that contains the compressed precomputed radiance transfer (PRT) buffer data.</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, ID3DXPRTCompBuffer, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> class. Not supported.</returns>
<summary>Normalizes all principal component analysis (PCA) weights so that they are between -1 and 1. Basis vectors are modified to reflect this normalization.</summary>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> 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.ID3DXPRTCompBuffer" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PrtCompressedBuffer" /> object.</param>
<summary>The <see cref="T:Microsoft.DirectX.Direct3D.PrtEngine" /> class is used to compute a precomputed radiance transfer (PRT) simulation. Its methods are typically used offline to compute per-vertex or per-texel transfer vectors in advance of real-time 3-D modeling.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.PrtEngine" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Computes the source radiance resulting from a single bounce of interreflected light. This method can be used for any lit scene, including a spherical harmonic (SH)-based precomputed radiance transfer (PRT) model.</summary>
<param name="bufferIn">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that represents the 3-D object from the previous light bounce. This input buffer must have the proper number of color channels allocated for the simulation.</param>
<param name="bufferOut">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that models a single bounce of the interreflected light. This output buffer must have the proper number of color channels allocated for the simulation.</param>
<param name="dataComputed">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that is the running sum of all previous <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeBounce(Microsoft.DirectX.Direct3D.PrtBuffer,Microsoft.DirectX.Direct3D.PrtBuffer,Microsoft.DirectX.Direct3D.PrtBuffer)" /> outputs.</param>
<summary>Computes the source radiance resulting from a single bounce of interreflected light, using adaptive sampling. This method generates new vertices and faces on the mesh to more accurately approximate the precomputed radiance transfer (PRT) signal. This method can be used for any lit scene, including a spherical harmonic (SH)-based precomputed radiance transfer (PRT) model.</summary>
<param name="bufferIn">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that represents the 3-D object from the previous light bounce. This input buffer must have the proper number of color channels allocated for the simulation.</param>
<param name="adaptiveThreshold">Threshold on the precomputed radiance transfer (PRT) vector to use for subdividing mesh vertices and faces. If less than 1e-6f, a default value of 1e-6f is specified.</param>
<param name="minEdgeLength">Minimum face edge length that will be generated in adaptive sampling. If the method determines that the value is too small, a model-dependent value is specified. If zero, a default value of 4 is specified.</param>
<param name="maxSubDiv">Maximum level of subdivision of a face that will be used in adaptive sampling.</param>
<param name="bufferOut">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that models a single bounce of the interreflected light. This output buffer must have the proper number of color channels allocated for the simulation.</param>
<param name="dataComputed">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that is the running sum of all previous <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeBounceAdaptive(Microsoft.DirectX.Direct3D.PrtBuffer,System.Single,System.Single,System.Int32,Microsoft.DirectX.Direct3D.PrtBuffer,Microsoft.DirectX.Direct3D.PrtBuffer)" /> outputs.</param>
<summary>Computes convolution coefficients relative to per-sample normal vectors to minimize the least-squares error with respect to input precomputed radiance transfer (PRT) data. The convolution coefficients can be used with skinned or transformed normals to model global effects on dynamic objects.</summary>
<param name="bufferIn">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that represents the spherical harmonic (SH)precomputed radiance transfer (PRT) data.</param>
<param name="shOrder">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeConvolutionCoefficients(Microsoft.DirectX.Direct3D.PrtBuffer,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeConvolutionCoefficients(Microsoft.DirectX.Direct3D.PrtBuffer,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" /> - 1.</param>
<param name="normalData">A <see cref="T:Microsoft.DirectX.Vector3" /> array to be filled with shader-optimal normal vectors for which convolution coefficients are optimized. This array must be the same size as the number of samples in <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeConvolutionCoefficients(Microsoft.DirectX.Direct3D.PrtBuffer,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" />.</param>
<param name="bufferOut">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that contains <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeConvolutionCoefficients(Microsoft.DirectX.Direct3D.PrtBuffer,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" /> convolution coefficients per color channel per sample.</param>
<summary>Computes the direct-lighting contribution to 3-D objects where the source radiance is represented by a spherical harmonic (SH) approximation.</summary>
<param name="shOrder">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeDirectLightingSphericalHarmonics(System.Int32,Microsoft.DirectX.Direct3D.PrtBuffer)" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeDirectLightingSphericalHarmonics(System.Int32,Microsoft.DirectX.Direct3D.PrtBuffer)" /> - 1.</param>
<param name="data">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that models the direct lighting contribution with the spherical harmonic (SH) approximation. This buffer must have the proper number of color channels allocated for the simulation.</param>
<summary>Computes the direct-lighting contribution to 3-D objects where the source radiance is represented by a spherical harmonic (SH) approximation, using adaptive sampling. This method generates new vertices and faces on the mesh to more accurately approximate the precomputed radiance transfer (PRT) signal.</summary>
<param name="shOrder">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeDirectLightingSphericalHarmonicsAdaptive(System.Int32,System.Single,System.Single,System.Int32,Microsoft.DirectX.Direct3D.PrtBuffer)" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeDirectLightingSphericalHarmonicsAdaptive(System.Int32,System.Single,System.Single,System.Int32,Microsoft.DirectX.Direct3D.PrtBuffer)" /> - 1.</param>
<param name="adaptiveThreshold">Threshold on the precomputed radiance transfer (PRT) vector to use for subdividing mesh vertices and faces. If less than 1e-6f, a default value of 1e-6f is specified.</param>
<param name="minEdgeLength">Minimum face edge length that will be generated in adaptive sampling. If the method determines that the value is too small, a model-dependent value is specified. If zero, a default value of 4 is specified.</param>
<param name="maxSubDiv">Maximum level of subdivision of a face that will be used in adaptive sampling.</param>
<param name="data">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that contains the output data. This buffer must have the proper number of color channels allocated for the simulation.</param>
<summary>Uses the graphics processing unit (GPU) to compute the direct-lighting contribution to 3-D objects where the source radiance is represented by a spherical harmonic (SH) approximation. Computing the lighting on the graphics processing unit (GPU) will generally be much faster than on the CPU.</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> used to run the simulation on the graphics processing unit (GPU). The device must support pixel shader version 2.0 or higher.</param>
<param name="flags">The graphics processing unit (GPU) simulation parameter that defines the resolution of the shadow z-buffer. Should be set to one of the <see cref="T:Microsoft.DirectX.Direct3D.GpuSimulatorOption" /> enumeration values. To specifiy higher precision simulation, the <see cref="F:Microsoft.DirectX.Direct3D.GpuSimulatorOption.GpuSimulatorOption.HighQuality" /> value may be combined with one of the <see cref="T:Microsoft.DirectX.Direct3D.GpuSimulatorOption" /> values.</param>
<param name="shOrder">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeDirectLightingSphericalHarmonicsGpu(Microsoft.DirectX.Direct3D.Device,Microsoft.DirectX.Direct3D.GpuSimulatorOption,System.Int32,System.Single,System.Single,Microsoft.DirectX.Direct3D.PrtBuffer)" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeDirectLightingSphericalHarmonicsGpu(Microsoft.DirectX.Direct3D.Device,Microsoft.DirectX.Direct3D.GpuSimulatorOption,System.Int32,System.Single,System.Single,Microsoft.DirectX.Direct3D.PrtBuffer)" /> - 1.</param>
<param name="zbias">Bias in the normal direction.</param>
<param name="zangleBias">Bias in the normal direction, scaled by one minus the cosine of the angle with the light ray.</param>
<param name="data">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that contains the output data. This buffer must have the proper number of color channels allocated for the simulation.</param>
<summary>Computes the source radiance resulting from subsurface scattering, using material properties set by <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.SetMeshMaterials(Microsoft.DirectX.Direct3D.SphericalHarmonicMaterial[],System.Int32,System.Boolean,System.Single)" />. This method can be used only for materials defined per-vertex in a mesh object.</summary>
<param name="bufferIn">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that represents the 3-D object from the previous light bounce. This input buffer must have the proper number of color channels allocated for the simulation.</param>
<param name="bufferOut">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that models a single bounce of the subsurface-scattered light. This output buffer must have the proper number of color channels allocated for the simulation.</param>
<param name="dataComputed">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that is the running sum of all previous <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeSubsurfaceScattering(Microsoft.DirectX.Direct3D.PrtBuffer,Microsoft.DirectX.Direct3D.PrtBuffer,Microsoft.DirectX.Direct3D.PrtBuffer)" /> outputs.</param>
<summary>Used with compressed results of the vertex version of the precomputed radiance transfer (PRT) simulator. Generates "superclusters," which are groups of clusters that can be drawn in the same draw call. A greedy algorithm that minimizes overdraw is used to group the clusters.</summary>
<param name="clusterIds">An array of cluster identifiers (IDs) extracted from a compressed buffer by calling <see cref="M:Microsoft.DirectX.Direct3D.PrtCompressedBuffer.ExtractClusterIDs(System.Int32[])" />.</param>
<param name="scene">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> that represents the composite scene passed to the simulator.</param>
<param name="maxNumberClusters">Maximum number of clusters allocated per super cluster.</param>
<param name="superClusterIds">An integer array that contains the index of the super cluster to which the corresponding cluster was assigned.</param>
<returns>Number of super clusters allocated.</returns>
<summary>Computes a projection of the direct lighting from the previous light bounce into spherical harmonic (SH) basis vectors that represent incident radiance at specified locations.</summary>
<param name="previousData">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that represents the 3-D object from the previous light bounce. This buffer must have the proper number of color channels allocated for the simulation.</param>
<param name="shOrder">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeVolumeSamples(Microsoft.DirectX.Direct3D.PrtBuffer,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeVolumeSamples(Microsoft.DirectX.Direct3D.PrtBuffer,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" /> - 1.</param>
<param name="sampleLocations">An integer array that contains the position for each sample.</param>
<param name="dataOut">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that projects the direct lighting from the previous light bounce into spherical harmonic (SH) basis vectors. This buffer must have the proper number of color channels allocated for the simulation.</param>
<summary>Computes a projection of distant lighting into spherical harmonic (SH) basis vectors that represent incident radiance at specified locations.</summary>
<param name="shOrderIn">Order of the spherical harmonic (SH) representation of distant lighting. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeVolumeSamplesDirectSphericalHarmonics(System.Int32,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" /> - 1.</param>
<param name="shOrder">Order of the spherical harmonic (SH) representation of local lighting. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeVolumeSamplesDirectSphericalHarmonics(System.Int32,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" /> - 1.</param>
<param name="sampleLocations">An integer array that contains the position for each sample.</param>
<param name="dataOut">A <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that projects the distant lighting into spherical harmonic (SH) basis vectors. This buffer must have the proper number of color channels allocated for the simulation. This method generates <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeVolumeSamplesDirectSphericalHarmonics(System.Int32,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" />2 * <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.ComputeVolumeSamplesDirectSphericalHarmonics(System.Int32,System.Int32,Microsoft.DirectX.Vector3[],Microsoft.DirectX.Direct3D.PrtBuffer)" />2 scalars per channel at each sample location.</param>
<summary>Concatenates a group of meshes into one common mesh. This method can optionally apply a matrix transformation to each input mesh and its texture coordinates.</summary>
<param name="meshes">An array of <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> objects to concatenate. These meshes can store precomputed radiance transfer (PRT) vectors.</param>
<param name="options">Combination of one or more flags from the <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration, specifying creation options for the output mesh. Equivalent to the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.#ctor" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.#ctor" /> constructor.</param>
<param name="geometryTransforms">A geometry transformation <see cref="T:Microsoft.DirectX.Matrix" /> array to apply to each submesh.</param>
<param name="textureTransforms">A texture transformation <see cref="T:Microsoft.DirectX.Matrix" /> array to apply to the (u, v) coordinates of each submesh.</param>
<param name="declaration">An array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> objects representing the vertex declaration to use for merging mesh data.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> that is used to create the new mesh.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the concatenated meshes.</returns>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.PrtEngine" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXPRTEngine" /> 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.PrtEngine" /> class.</summary>
<param name="mesh">An input <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that models the 3-D scene. This mesh must have an attribute table in which vertices are in a unique attribute.</param>
<param name="extractUvs">Set to true if textures will be used to store albedos or precomputed radiance transfer (PRT) vectors; otherwise, false.</param>
<param name="blockerMesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that blocks the 3-D scene.</param>
<summary>Copies per-vertex albedo values from a mesh.</summary>
<param name="mesh">The <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object used to create the <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.#ctor" />.</param>
<param name="usage">Vertex <see cref="T:Microsoft.DirectX.Direct3D.DeclarationUsage" /> descriptions to copy from the mesh.</param>
<param name="numberChannels">Number of color channels to copy from the mesh. Set to 1 to specify gray materials (R = G = B), or 3 to enable color bleeding effects.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.PrtEngine" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Returns a mesh with modifications resulting from adaptive spatial sampling. The returned mesh contains only positions, normals, and texture coordinates (if defined).</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> used to create the output mesh.</param>
<summary>Returns a mesh with modifications resulting from adaptive spatial sampling. The returned mesh contains only positions, normals, and texture coordinates (if defined).</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> used to create the output mesh.</param>
<param name="vertRemap">A destination array containing the three original mesh vertices that are the parents of the current vertex.</param>
<param name="vertWeights">A destination array containing blending factors for the <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.GetAdaptedMesh" /> vertices.</param>
<summary>Returns a mesh with modifications resulting from adaptive spatial sampling. The returned mesh contains only positions, normals, and texture coordinates (if defined).</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> used to create the output mesh.</param>
<param name="faceRemap">The original mesh face that was split to generate the current face.</param>
<summary>Returns a mesh with modifications resulting from adaptive spatial sampling. The returned mesh contains only positions, normals, and texture coordinates (if defined).</summary>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> used to create the output mesh.</param>
<param name="faceRemap">The original mesh face that was split to generate the current face.</param>
<param name="vertRemap">A destination array containing the three original mesh vertices that are the parents of the current vertex.</param>
<param name="vertWeights">A destination array containing blending factors for the <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.GetAdaptedMesh" /> vertices.</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, ID3DXPRTEngine, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.PrtEngine" /> class. Not supported.</returns>
<summary>Multiplies each precomputed radiance transfer (PRT) vector by the per-vertex albedo.</summary>
<param name="data">An output <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object that will contain precomputed radiance transfer (PRT) vectors multiplied by the per-vertex albedo.</param>
<summary>Resamples an input <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object and saves it to an output <see cref="T:Microsoft.DirectX.Direct3D.PrtBuffer" /> object. This method can be used to convert a vertex buffer to a texture buffer and vice-versa. It can also be used to convert single-channel buffers to 3-channel buffers and vice-versa.</summary>
<summary>Subdivides faces on a mesh, allowing for conservative adaptive sampling that will not eliminate features on the mesh.</summary>
<param name="minEdgeLength">Minimum face edge length that will be generated in adaptive sampling. If zero, a reasonable default value will be substituted.</param>
<param name="maxSubDiv">Maximum level of subdivision of a face that will be used in adaptive sampling. If zero, a default value of 5 will be substituted.</param>
<summary>Sets a delegate to an optional callback method that computes the percentage of spherical harmonic (SH) computations completed and gives the caller the option of aborting the simulator.</summary>
<param name="callback">A <see cref="T:Microsoft.DirectX.Direct3D.PrtEngineCallback" /> delegate to assign as the callback method.</param>
<param name="frequency">Frequency of callback calls. The inverse of <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.SetCallback(Microsoft.DirectX.Direct3D.PrtEngineCallback,System.Single)" /> is approximately the number of times the callback method will be called.</param>
<summary>Sets mesh material properties in the 3-D scene. Use this method to specify subsurface scattering parameters.</summary>
<param name="materials">An array of <see cref="T:Microsoft.DirectX.Direct3D.SphericalHarmonicMaterial" /> structures that contain the mesh material properties to set.</param>
<param name="numberChannels">Number of color channels to set in the mesh. Set to 1 to specify gray materials (R = G = B), or 3 to enable color bleeding effects. If you intend to change this parameter, first set the albedo using another method such as <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.SetPerTexelAlbedo(Microsoft.DirectX.Direct3D.Texture,System.Int32,Microsoft.DirectX.Direct3D.TextureGutterHelper)" /> or <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.SetPerVertexAlbedo(System.Array,System.Int32)" />.</param>
<param name="setAlbedo">Set to true to set the albedo of the mesh to <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.SetMeshMaterials(Microsoft.DirectX.Direct3D.SphericalHarmonicMaterial[],System.Int32,System.Boolean,System.Single)" />, overwriting all existing texel and vertex albedo values. Set to false to preserve all existing texel and vertex albedo values set by other methods; <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.SetMeshMaterials(Microsoft.DirectX.Direct3D.SphericalHarmonicMaterial[],System.Int32,System.Boolean,System.Single)" /> must match the <see cref="M:Microsoft.DirectX.Direct3D.PrtBuffer.#ctor" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.PrtBuffer.#ctor" /> constructor used to create the buffer.</param>
<param name="lengthScale">Scale of the 3-D scene relative to a 1 mm cube. Used for subsurface scattering computations.</param>
<summary>Sets an albedo value for each texel, overwriting previous albedo values.</summary>
<param name="albedoTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object in which to store albedo values.</param>
<param name="numberChannels">Number of color channels to set. Set to 1 to specify gray materials (R = G = B), or 3 to enable color bleeding effects.</param>
<param name="gutterHelper">A <see cref="T:Microsoft.DirectX.Direct3D.TextureGutterHelper" /> object used to set gutter regions for the texture.</param>
<summary>Sets a normal vector for each texel in a texture object. This method is used to store vertex normal vectors from a mesh (or interpolated vertex normals if pixel-based precomputed radiance transfer (PRT) is being computed).</summary>
<param name="normalTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that serves as an object space normal map in which to store normal vectors. The texture must have the same dimensions as <see cref="M:Microsoft.DirectX.Direct3D.PrtBuffer.#ctor" /> and must be able to store signed texture formats.</param>
<summary>Sets an albedo value for each meshvertex, overwriting previous albedo values.</summary>
<param name="dataIn">An array of albedo data of the first sample.</param>
<param name="numberChannel">Number of color channels to set. Set to 1 to specify gray materials (R = G = B), or 3 to enable color bleeding effects.</param>
<summary>Sets sampling properties used by the precomputed radiance transfer (PRT) simulator.</summary>
<param name="numberRays">Number of light rays to direct at each sample. Must be greater than zero.</param>
<param name="isUsingSphere">Set to true if samples will be computed over a full sphere. Set to false if samples will be computed over a hemisphere.</param>
<param name="isUsingCosine">Set to true to use a cosine weighting of samples. If both <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.SetSamplingInfo(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Single)" /> and <see cref="M:Microsoft.DirectX.Direct3D.PrtEngine.SetSamplingInfo(System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Single)" /> are true, the method will fail.</param>
<param name="isAdaptive">Must be false. Adaptive sampling is currently not implemented.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PrtEngine" /> 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.ID3DXPRTEngine" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.PrtEngine" /> object.</param>
<summary>Generalizes the process of rendering to environment maps. An environment map is used to texture-map scene geometry to provide a more sophisticated scene without using complex geometry. This class supports the creation of surfaces for the following kinds of geometry: cube, half sphere or hemispheric, parabolic, and sphere.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Occurs after the <see cref="T:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap" />.<see cref="M:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap.OnResetDevice" /> method is called or after the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> is reset.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXRenderToEnvMap" /> 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.RenderToEnvironmentMap" /> class.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the render surface.</param>
<param name="size">Value that represents the size of the render surface.</param>
<param name="mipLevels">Value that represents the number of mipmap levels.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that describes the pixel format of the environment map.</param>
<param name="depthStencil">Set to true if the render surface supports a depth-stencil surface; otherwise, false.</param>
<param name="depthStencilFormat">If <see cref="M:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap.#ctor" /> is true, this parameter is a member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that describes the environment map's depth-stencil format.</param>
<summary>Initiates the drawing of each face of an environment map.</summary>
<param name="face">A <see cref="T:Microsoft.DirectX.Direct3D.CubeMapFace" /> object that represents the first face of the environmental cube map.</param>
<param name="faceMapFilter">Valid combination of <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration values.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap" /> 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, ID3DXRenderToEnvMap, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap" /> class. Not supported.</returns>
<summary>Should be called after a device is reset and before any other methods are called, if <see cref="P:Microsoft.DirectX.Direct3D.Device.IsUsingEventHandlers" /> is set to false.</summary>
<summary>Raises the <see cref="E:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap.Disposing" /> 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 to the event handler.</param>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap" />.<see cref="E:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap.Lost" /> 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.RenderToEnvironmentMap" />.<see cref="E:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap.Reset" /> 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>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap" /> 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.ID3DXRenderToEnvMap" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.RenderToEnvironmentMap" /> object.</param>
<summary>Generalizes the process of rendering to surfaces. Surfaces can be used in a variety of ways; for example, as render targets, or for off-screen rendering and rendering to textures.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.RenderToSurface.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.RenderToSurface" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Occurs after the <see cref="M:Microsoft.DirectX.Direct3D.RenderToSurface.OnResetDevice" /> method is called or after the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> is reset.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.RenderToSurface" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXRenderToSurface" /> 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.RenderToSurface" /> class.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> to associate with the render surface.</param>
<param name="width">Value that represents the width of the render surface, in pixels.</param>
<param name="height">Value that represents the height of the render surface, in pixels.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that describes the pixel format of the render surface.</param>
<param name="depthStencil">Set to true if the render surface supports a depth-stencil surface; otherwise, false.</param>
<param name="depthStencilFormat">If <see cref="M:Microsoft.DirectX.Direct3D.RenderToSurface.#ctor" /> is set to true, this parameter is a member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumeration that describes the depth-stencil format of the render surface.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.RenderToSurface" /> 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, ID3DXRenderToSurface, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.RenderToSurface" /> class. Not supported.</returns>
<summary>Should be called after a device is reset and before any other methods are called, if <see cref="P:Microsoft.DirectX.Direct3D.Device.IsUsingEventHandlers" /> is set to false.</summary>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.RenderToSurface" />.<see cref="E:Microsoft.DirectX.Direct3D.RenderToSurface.Lost" /> 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.RenderToSurface" />.<see cref="E:Microsoft.DirectX.Direct3D.RenderToSurface.Reset" /> 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>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.RenderToSurface" /> 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.ID3DXRenderToSurface" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.RenderToSurface" /> object.</param>
<param name="meshContainer">A <see cref="T:Microsoft.DirectX.Direct3D.MeshContainer" /> object that represents the mesh container to which to add child data.</param>
<param name="xofSave">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> object.</param>
<summary>Adds a top-level object after the frame hierarchy.</summary>
<param name="xofSave">An <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> that contains the .x file save data to add to the frame hierarchy.</param>
<summary>Adds a top-level object before the frame hierarchy.</summary>
<param name="xofSave">An <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> that contains the .x file save data to add to the frame hierarchy.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.SaveUserData" /> object to free resources before it is destroyed by the garbage collector.</summary>
<param name="xfileApi">An <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> object that contains data about the .x file template to register.</param>
<param name="xofSave">An <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> object that contains data about the .x file template to save.</param>
<param name="data">String that contains the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code, as well as any embedded debug and symbol table information.</returns>
<param name="data">String that contains the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code, as well as any embedded debug and symbol table information.</returns>
<param name="data">String that contains the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<param name="errorMessages">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<param name="table">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> object that can be used to access shader constants.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code, as well as any embedded debug and symbol table information.</returns>
<param name="file">String that specifies the file name containing the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code, as well as any embedded debug and symbol table information.</returns>
<param name="file">String that specifies the file name containing the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code, as well as any embedded debug and symbol table information.</returns>
<param name="file">String that specifies the file name containing the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<param name="errorMessages">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<param name="table">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> object that can be used to access shader constants.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code, as well as any embedded debug and symbol table information.</returns>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code.</returns>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code.</returns>
<param name="data">A <see cref="T:System.IO.Stream" /> object that contains the shader code to compile.</param>
<param name="functionName">String that contains the name of the shader entry-point function where execution begins.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="profile">String containing the shader profile that determines the shader instruction set to use.</param>
<param name="flags" />
<param name="errorMessages">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<param name="table">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.ConstantTable" /> object that can be used to access shader constants.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the compiled shader code.</returns>
<summary>Assembles a shader from a file.</summary>
<param name="sourceFile">String that specifies the file name containing the shader code to assemble.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Assembles a shader from a file.</summary>
<param name="sourceFile">String that specifies the file name containing the shader code to assemble.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<param name="compilationErrors">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Assembles a shader from a file.</summary>
<param name="sourceFile">String that specifies the file name containing the shader code to assemble.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<param name="compilationErrors">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Assembles a shader from a stream.</summary>
<param name="sourceData">A <see cref="T:System.IO.Stream" /> object that contains the shader code to assemble.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Assembles a shader from a stream.</summary>
<param name="sourceData">A <see cref="T:System.IO.Stream" /> object that contains the shader code to assemble.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<param name="compilationErrors">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Assembles a shader from a stream.</summary>
<param name="sourceData">A <see cref="T:System.IO.Stream" /> object that contains the shader code to assemble.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<param name="compilationErrors">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Assembles a shader from a string.</summary>
<param name="sourceData">String that contains the shader code to assemble.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Assembles a shader from a string.</summary>
<param name="sourceData">String that contains the shader code to assemble.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<param name="compilationErrors">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Assembles a shader from a string.</summary>
<param name="sourceData">String that contains the shader code to assemble.</param>
<param name="preprocessorDefines">Reference to a <see cref="T:Microsoft.DirectX.Direct3D.Macro" /> object that describes the preprocessor definitions to use.</param>
<param name="includeFile">Reference to an <see cref="T:Microsoft.DirectX.Direct3D.Include" /> object that provides access to include-file directives.</param>
<param name="flags">Value of the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that represents the shader compiler options to use.</param>
<param name="compilationErrors">String containing a listing of errors and warnings that were encountered during compilation. These are the same messages the debugger displays in debug mode.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the assembled shader code, as well as any embedded debug and symbol table information.</returns>
<summary>Retrieves the semantics for all shader input elements.</summary>
<param name="function">Integer that represents a pointer to the shader function stream.</param>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.Semantic" /> objects that represent the semantics for each input element referenced by the shader.</returns>
<summary>Retrieves the semantics for all shader input elements.</summary>
<param name="function">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents a pointer to the shader function stream.</param>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.Semantic" /> objects that represent the semantics for each input element referenced by the shader.</returns>
<summary>Retrieves the semantics for all shader output elements.</summary>
<param name="function">Integer that represents a pointer to the shader function stream.</param>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.Semantic" /> objects that represent the semantics for each output element referenced by the shader.</returns>
<summary>Retrieves the semantics for all shader output elements.</summary>
<param name="function">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents a pointer to the shader function stream.</param>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.Semantic" /> objects that represent the semantics for each output element referenced by the shader.</returns>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.SimplificationMesh.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Clones, or copies, a <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> object.</summary>
<param name="options">Mesh creation options, indicated through one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the Simplify* and Optimize* flags).</param>
<param name="declaration">Vertex data, defined with an array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cloned mesh.</returns>
<summary>Clones, or copies, a <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> object.</summary>
<param name="options">Mesh creation options, indicated through one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the Simplify* and Optimize* flags).</param>
<param name="declaration">Vertex data, defined with an array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="adjacencyOut">Array of three <see cref="T:System.Int32" /> values per face that specifies the three neighbors for each face in the source mesh.</param>
<param name="vertexRemap">Array that contains the index for each vertex.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cloned mesh.</returns>
<summary>Clones, or copies, a <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> object.</summary>
<param name="options">Mesh creation options, indicated through one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the Simplify* and Optimize* flags).</param>
<param name="vertexFormat">Vertex format of the mesh, indicated by one or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> members.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cloned mesh.</returns>
<summary>Clones, or copies, a <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> object.</summary>
<param name="options">Mesh creation options, indicated through one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the Simplify* and Optimize* flags).</param>
<param name="vertexFormat">Vertex format of the mesh, indicated by one or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> members.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="adjacencyOut">Array of three <see cref="T:System.Int32" /> values per face that specifies the three neighbors for each face in the source mesh.</param>
<param name="vertexRemap">Array that contains the index for each vertex.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the cloned mesh.</returns>
<summary>Clones a progressive mesh object.</summary>
<param name="options">Mesh creation options, indicated by one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the Simplify* and Optimize* flags).</param>
<param name="declaration">Vertex data, defined with an array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures. This parameter must map directly to a flexible vertex format (FVF).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object that represents the cloned progressive mesh.</returns>
<summary>Clones a progressive mesh object.</summary>
<param name="options">Mesh creation options, indicated by one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the Simplify* and Optimize* flags).</param>
<param name="declaration">Vertex data, defined with an array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures. This parameter must map directly to a flexible vertex format (FVF).</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="vertexRemapOut">Array that contains the index for each vertex.</param>
<param name="errorsByFace">Array that contains error values.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object that represents the cloned progressive mesh.</returns>
<summary>Clones a progressive mesh object.</summary>
<param name="options">Mesh creation options, indicated by one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the Simplify* and Optimize* flags).</param>
<param name="vertexFormat">Vertex format of the mesh, indicated by one or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> members.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object that represents the cloned progressive mesh.</returns>
<summary>Clones a progressive mesh object.</summary>
<param name="options">Mesh creation options, indicated by one or more <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> flags (excepting the Simplify* and Optimize* flags).</param>
<param name="vertexFormat">Vertex format of the mesh, indicated by one or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> members.</param>
<param name="device">The <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="vertexRemapOut">Array that contains the index for each vertex.</param>
<param name="errorsByFace">Array that contains error values.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.ProgressiveMesh" /> object that represents the cloned progressive mesh.</returns>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXSPMesh" /> 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.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created simplification mesh.</param>
<param name="vertexWeights">Array of vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight is for a given vertex, the less likely it is to be simplified away.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created simplification mesh.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> object that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created simplification mesh.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> object that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="vertexWeights">Array of vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight is for a given vertex, the less likely it is to be simplified away.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created simplification mesh.</param>
<param name="vertexWeights">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains an array of <see cref="T:System.Single" /> values that represent vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight is for a given vertex, the less likely it is to be simplified away.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created simplification mesh.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> object that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="vertexWeights">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains an array of <see cref="T:System.Single" /> values that represent vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight is for a given vertex, the less likely it is to be simplified away.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<param name="vertexWeights">Array of vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight is for a given vertex, the less likely it is to be simplified away.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<param name="vertexWeights">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains an array of <see cref="T:System.Single" /> values that represent vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight is for a given vertex, the less likely it is to be simplified away.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> object that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> containing three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the source mesh.</param>
<param name="vertexAttributeWeights">An <see cref="T:Microsoft.DirectX.Direct3D.AttributeWeights" /> object that contains the weight for each vertex component. If this parameter is omitted, a default structure is used. See Remarks.</param>
<param name="vertexWeights">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains an array of <see cref="T:System.Single" /> values that represent vertex weights. If this parameter is omitted, all vertex weights are set to 1.0. Note that the higher the vertex weight is for a given vertex, the less likely it is to be simplified away.</param>
<summary>Creates a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class.</summary>
<param name="mesh">A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the mesh to simplify.</param>
<param name="adjacency">Array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the created simplification mesh.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> 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, ID3DXSPMesh, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> 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.ID3DXSPMesh" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" /> object.</param>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> of the vertices in the <see cref="T:Microsoft.DirectX.Direct3D.SimplificationMesh" />.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.SkinInformation.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.SkinInformation" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Takes an existing mesh and returns a new mesh with per-vertex blend weights and a bone combination table. The table describes which bones affect which subsets of the mesh.</summary>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> object that specifies creation options for the new mesh.</param>
<param name="adjacencyIn">Array that contains the input mesh adjacency information.</param>
<param name="maxFaceInfluence">Integer that contains the maximum number of bone influences required per vertex for the current skinning method.</param>
<param name="boneCombinationTable">Array of <see cref="T:Microsoft.DirectX.Direct3D.BoneCombination" /> objects.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the new mesh.</returns>
<summary>Takes an existing mesh and returns a new mesh with per-vertex blend weights and a bone combination table. The table describes which bones affect which subsets of the mesh.</summary>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> object that specifies creation options for the new mesh.</param>
<param name="adjacencyIn">Array that contains the input mesh adjacency information.</param>
<param name="maxFaceInfluence">Integer that contains the maximum number of bone influences required per vertex for the current skinning method.</param>
<param name="boneCombinationTable">Array of <see cref="T:Microsoft.DirectX.Direct3D.BoneCombination" /> objects.</param>
<param name="adjacencyOut">Array that contains the output mesh adjacency information.</param>
<param name="faceRemap">Array that contains a new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains a new index for each vertex.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the new mesh.</returns>
<summary>Takes an existing mesh and returns a new mesh with per-vertex blend weights and a bone combination table. The table describes which bones affect which subsets of the mesh.</summary>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> object that specifies creation options for the new mesh.</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the input mesh adjacency information.</param>
<param name="maxFaceInfluence">Integer that contains the maximum number of bone influences required per vertex for the current skinning method.</param>
<param name="boneCombinationTable">Array of <see cref="T:Microsoft.DirectX.Direct3D.BoneCombination" /> objects.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the new mesh.</returns>
<summary>Takes an existing mesh and returns a new mesh with per-vertex blend weights and a bone combination table. The table describes which bones affect which subsets of the mesh.</summary>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> object that specifies creation options for the new mesh.</param>
<param name="adjacencyIn">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the input mesh adjacency information.</param>
<param name="maxFaceInfluence">Integer that contains the maximum number of bone influences required per vertex for the current skinning method.</param>
<param name="boneCombinationTable">Array of <see cref="T:Microsoft.DirectX.Direct3D.BoneCombination" /> objects.</param>
<param name="adjacencyOut">Array that contains the output mesh adjacency information.</param>
<param name="faceRemap">Array that contains a new index for each face.</param>
<param name="vertexRemap">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains a new index for each vertex.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Mesh" /> object that represents the new mesh.</returns>
<summary>Takes an existing mesh and returns a new mesh with per-vertex blend weights, indices, and a bone combination table. The table describes which bone palettes affect which subsets of the mesh.</summary>
<summary>Takes an existing mesh and returns a new mesh with per-vertex blend weights, indices, and a bone combination table. The table describes which bone palettes affect which subsets of the mesh.</summary>
<summary>Takes an existing mesh and returns a new mesh with per-vertex blend weights, indices, and a bone combination table. The table describes which bone palettes affect which subsets of the mesh.</summary>
<summary>Takes an existing mesh and returns a new mesh with per-vertex blend weights, indices, and a bone combination table. The table describes which bone palettes affect which subsets of the mesh.</summary>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SkinInformation" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXSkinInfo" /> 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.SkinInformation" /> class.</summary>
<param name="numVertices">Value that represents the number of vertices in the skin mesh.</param>
<param name="vertexFormat">A <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> object that describes the vertex format for the skin mesh.</param>
<param name="numBones">Value that represents the number of bones for the skin mesh.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SkinInformation" /> class.</summary>
<param name="numVertices">Value that represents the number of vertices in the skin mesh.</param>
<param name="decl">Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> objects that describe the vertex format for the skin mesh.</param>
<param name="numBones">Value that represents the number of bones for the skin mesh.</param>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.SkinInformation" /> 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, ID3DXSkinInfo, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.SkinInformation" /> class. Not supported.</returns>
<summary>Applies software skinning to target vertices that are based on the current matrices.</summary>
<param name="boneTransforms">Array of <see cref="T:Microsoft.DirectX.Matrix" /> objects that represent bone transforms.</param>
<param name="boneInvTransforms">Array of <see cref="T:Microsoft.DirectX.Matrix" /> objects that represent the inverse transpose of the bone transform matrix.</param>
<param name="sourceVertices">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the source vertices.</param>
<param name="destinationVertices">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains destination vertices.</param>
<summary>Applies software skinning to target vertices that are based on the current matrices.</summary>
<param name="boneTransforms">Array of <see cref="T:Microsoft.DirectX.Matrix" /> objects that represent bone transforms.</param>
<param name="boneInvTransforms">Array of <see cref="T:Microsoft.DirectX.Matrix" /> objects that represent the inverse transpose of the bone transform matrix.</param>
<param name="verticesSource">An <see cref="T:System.Array" /> of source vertices.</param>
<returns>An <see cref="T:System.Array" /> of destination vertices.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.SkinInformation" /> 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.ID3DXSkinInfo" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.SkinInformation" /> object.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.SkinningNotSupportedException" /> 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>Adds two spherical harmonic (SH) vectors together; in other words, Out[i] = A[i] + B[i].</summary>
<param name="output">An array of floating point values that represent the output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Add" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Add" /> - 1.</param>
<param name="vectorA">An array of floating point values that represent the first spherical harmonic (SH) vector to add to the second vector.</param>
<param name="vectorB">An array of floating point values that represent the second spherical harmonic (SH) vector to add to the first vector.</param>
<summary>Adds two spherical harmonic (SH) vectors together; in other words, Out[i] = A[i] + B[i].</summary>
<param name="output">An array of floating point values that represent the output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Add" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Add" /> - 1.</param>
<param name="vectorA">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the first spherical harmonic (SH) vector to add to the second vector.</param>
<param name="vectorB">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the second spherical harmonic (SH) vector to add to the first vector.</param>
<summary>Adds two spherical harmonic (SH) vectors together; in other words, Out[i] = A[i] + B[i].</summary>
<param name="output">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Add" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Add" /> - 1.</param>
<param name="vectorA">An array of floating point values that represent the first spherical harmonic (SH) vector to add to the second vector.</param>
<param name="vectorB">An array of floating point values that represent the second spherical harmonic (SH) vector to add to the first vector.</param>
<summary>Adds two spherical harmonic (SH) vectors together; in other words, Out[i] = A[i] + B[i].</summary>
<param name="output">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Add" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Add" /> - 1.</param>
<param name="vectorA">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the first spherical harmonic (SH) vector to add to the second vector.</param>
<param name="vectorB">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the second spherical harmonic (SH) vector to add to the first vector.</param>
<summary>Computes the dot product of two spherical harmonic (SH) vectors.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Dot" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Dot" /> - 1.</param>
<param name="vectorA">An array of floating point values that represent the first spherical harmonic (SH) vector.</param>
<param name="vectorB">An array of floating point values that represent the second spherical harmonic (SH) vector.</param>
<returns>A floating point value that represents the dot product of the two vectors.</returns>
<summary>Computes the dot product of two spherical harmonic (SH) vectors.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Dot" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Dot" /> - 1.</param>
<param name="vectorA">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the first spherical harmonic (SH) vector.</param>
<param name="vectorB">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the second spherical harmonic (SH) vector.</param>
<returns>A floating point value that represents the dot product of the two vectors.</returns>
<summary>Evaluates a light that is a cone of constant intensity and returns spectral spherical harmonic (SH) data.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateConeLight" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateConeLight" /> - 1.</param>
<param name="direction">The (x, y, z) hemisphere axis direction vector in which to evaluate the spherical harmonic (SH) basis functions. See Remarks.</param>
<param name="radius">Radius of the light cone in radians.</param>
<param name="redIntensity">The red intensity of the light.</param>
<param name="greenIntensity">The green intensity of the light.</param>
<param name="blueIntensity">The blue intensity of the light.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the red component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the red component.</param>
<summary>Evaluates a light that is a cone of constant intensity and returns spectral spherical harmonic (SH) data.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateConeLight" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateConeLight" /> - 1.</param>
<param name="direction">The (x, y, z) hemisphere axis direction vector in which to evaluate the spherical harmonic (SH) basis functions. See Remarks.</param>
<param name="radius">Radius of the light cone in radians.</param>
<param name="redIntensity">The red intensity of the light.</param>
<param name="greenIntensity">The green intensity of the light.</param>
<param name="blueIntensity">The blue intensity of the light.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<summary>Evaluates the spherical harmonic (SH) basis functions from an input direction vector.</summary>
<param name="output">spherical harmonic (SH) output coefficients. The basis function Ylm is stored at location l2 + m + l.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateDirection" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateDirection" /> - 1.</param>
<param name="direction">(x, y, z) direction vector in which to evaluate the spherical harmonic (SH) basis functions. Must be normalized. See Remarks.</param>
<summary>Evaluates the spherical harmonic (SH) basis functions from an input direction vector.</summary>
<param name="output">spherical harmonic (SH) output coefficients. The basis function Ylm is stored at location l2 + m + l.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateDirection" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateDirection" /> - 1.</param>
<param name="direction">(x, y, z) direction vector in which to evaluate the spherical harmonic (SH) basis functions. Must be normalized. See Remarks.</param>
<summary>Evaluates a directional light and returns spectral spherical harmonic (SH) data.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateDirectionalLight" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateDirectionalLight" /> - 1.</param>
<param name="direction">The (x, y, z) hemisphere axis direction vector in which to evaluate the spherical harmonic (SH) basis functions. See Remarks.</param>
<param name="redIntensity">The red intensity of the light.</param>
<param name="greenIntensity">The green intensity of the light.</param>
<param name="blueIntensity">The blue intensity of the light.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the red component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the red component.</param>
<summary>Evaluates a directional light and returns spectral spherical harmonic (SH) data.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateDirectionalLight" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateDirectionalLight" /> - 1.</param>
<param name="direction">The (x, y, z) hemisphere axis direction vector in which to evaluate the spherical harmonic (SH) basis functions. See Remarks.</param>
<param name="redIntensity">The red intensity of the light.</param>
<param name="greenIntensity">The green intensity of the light.</param>
<param name="blueIntensity">The blue intensity of the light.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<summary>Evaluates a light that is a linear interpolation between two colors over the sphere.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateHemisphereLight" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateHemisphereLight" /> - 1.</param>
<param name="direction">The (x, y, z) hemisphere axis direction vector in which to evaluate the spherical harmonic (SH) basis functions. See Remarks.</param>
<param name="top">The sky color.</param>
<param name="bottom">The ground color.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the red component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the red component.</param>
<summary>Evaluates a light that is a linear interpolation between two colors over the sphere.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateHemisphereLight" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateHemisphereLight" /> - 1.</param>
<param name="direction">The (x, y, z) hemisphere axis direction vector in which to evaluate the spherical harmonic (SH) basis functions. See Remarks.</param>
<param name="top">The sky color.</param>
<param name="bottom">The ground color.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<summary>Evaluates a spherical light and returns spectral spherical harmonic (SH) data.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateSphericalLight" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateSphericalLight" /> - 1.</param>
<param name="position">The (x, y, z) hemisphere axis direction vector in which to evaluate the spherical harmonic (SH) basis functions. See Remarks.</param>
<param name="radius">Radius of the spherical light source.</param>
<param name="redIntensity">The red intensity of the light.</param>
<param name="greenIntensity">The green intensity of the light.</param>
<param name="blueIntensity">The blue intensity of the light.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the red component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the red component.</param>
<summary>Evaluates a spherical light and returns spectral spherical harmonic (SH) data.</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateSphericalLight" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.EvaluateSphericalLight" /> - 1.</param>
<param name="position">The (x, y, z) hemisphere axis direction vector in which to evaluate the spherical harmonic (SH) basis functions. See Remarks.</param>
<param name="radius">Radius of the spherical light source.</param>
<param name="redIntensity">The red intensity of the light.</param>
<param name="greenIntensity">The green intensity of the light.</param>
<param name="blueIntensity">The blue intensity of the light.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<summary>Projects a function represented on a cube map into spherical harmonics (SH).</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.ProjectCubeMap" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.ProjectCubeMap" /> - 1.</param>
<param name="cubeMap">A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object used as the source cube map.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the red component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the red component.</param>
<summary>Projects a function represented on a cube map into spherical harmonics (SH).</summary>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.ProjectCubeMap" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.ProjectCubeMap" /> - 1.</param>
<param name="cubeMap">A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object used as the source cube map.</param>
<param name="redOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<param name="greenOutput">Output spherical harmonic (SH) vector for the green component.</param>
<param name="blueOutput">Output spherical harmonic (SH) vector for the blue component.</param>
<summary>Rotates the spherical harmonic (SH) vector by the given matrix.</summary>
<param name="output">An array of floating point values that represent spherical harmonic (SH) output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Rotate" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Rotate" /> - 1.</param>
<param name="rotation">The rotation <see cref="T:Microsoft.DirectX.Matrix" />. The rotation sub-matrix must be orthogonal, with a unit determinant.</param>
<param name="input">An array of floating point values that represent rotated spherical harmonic (SH) coefficients.</param>
<summary>Rotates the spherical harmonic (SH) vector by the given matrix.</summary>
<param name="output">An array of floating point values that represent spherical harmonic (SH) output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Rotate" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Rotate" /> - 1.</param>
<param name="rotation">The rotation <see cref="T:Microsoft.DirectX.Matrix" />. The rotation sub-matrix must be orthogonal, with a unit determinant.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Rotate" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Rotate" /> - 1.</param>
<param name="rotation">The rotation <see cref="T:Microsoft.DirectX.Matrix" />. The rotation sub-matrix must be orthogonal, with a unit determinant.</param>
<param name="input">An array of floating point values that represent rotated spherical harmonic (SH) coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Rotate" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Rotate" /> - 1.</param>
<param name="rotation">The rotation <see cref="T:Microsoft.DirectX.Matrix" />. The rotation sub-matrix must be orthogonal, with a unit determinant.</param>
<summary>Rotates the spherical harmonic (SH) vector in the z-axis by the given angle.</summary>
<param name="output">An array of floating point values that represent spherical harmonic (SH) output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.RotateZ" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.RotateZ" /> - 1.</param>
<param name="angle">Rotation angle in radians. The rotation is performed around the z-axis.</param>
<param name="input">An array of floating point values that represent rotated spherical harmonic (SH) coefficients.</param>
<summary>Rotates the spherical harmonic (SH) vector in the z-axis by the given angle.</summary>
<param name="output">An array of floating point values that represent spherical harmonic (SH) output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.RotateZ" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.RotateZ" /> - 1.</param>
<param name="angle">Rotation angle in radians. The rotation is performed around the z-axis.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.RotateZ" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.RotateZ" /> - 1.</param>
<param name="angle">Rotation angle in radians. The rotation is performed around the z-axis.</param>
<param name="input">An array of floating point values that represent rotated spherical harmonic (SH) coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.RotateZ" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.RotateZ" /> - 1.</param>
<param name="angle">Rotation angle in radians. The rotation is performed around the z-axis.</param>
<summary>Scales a spherical harmonic (SH) vector, in other words, Out[i] = A[i] * Scale.</summary>
<param name="output">An array of floating point values that represent spherical harmonic (SH) output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Scale" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Scale" /> - 1.</param>
<param name="input">An array of floating point values that represents the spherical harmonic (SH) vector to scale.</param>
<summary>Scales a spherical harmonic (SH) vector, in other words, Out[i] = A[i] * Scale.</summary>
<param name="output">An array of floating point values that represent spherical harmonic (SH) output coefficients.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Scale" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Scale" /> - 1.</param>
<param name="input">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the spherical harmonic (SH) vector to scale.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Scale" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Scale" /> - 1.</param>
<param name="input">An array of floating point values that represents the spherical harmonic (SH) vector to scale.</param>
<param name="order">Order of the spherical harmonic (SH) evaluation. Must be in the range of <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MinimumOrder" /> to <see cref="F:Microsoft.DirectX.Direct3D.SphericalHarmonics.MaximumOrder" />, inclusive. The evaluation generates <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Scale" />2 coefficients. The degree of the evaluation is <see cref="M:Microsoft.DirectX.Direct3D.SphericalHarmonics.Scale" /> - 1.</param>
<param name="input">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that represents the spherical harmonic (SH) vector to scale.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.Sprite.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Occurs after the <see cref="M:Microsoft.DirectX.Direct3D.Sprite.OnResetDevice" /> method is called or after the <see cref="T:Microsoft.DirectX.Direct3D.Device" /> is reset.</summary>
<summary>Prepares a device for drawing sprites.</summary>
<param name="flags">Combination of zero or more values from the <see cref="T:Microsoft.DirectX.Direct3D.SpriteFlags" /> enumeration that describe sprite rendering options.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXSprite" /> interface. This parameter is useful for working with unmanaged applications from managed code. Not supported.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the portion of the source texture to use for the sprite. Specify <see cref="F:System.Drawing.Rectangle.Empty" /> to use the entire source image for the sprite.</param>
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the center of the sprite. A value of (0,0,0) indicates the upper-left corner.</param>
<param name="position">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the position of the sprite. A value of (0,0,0) indicates the upper-left corner.</param>
<param name="color">A <see cref="T:System.Drawing.Color" /> structure. The color and alpha channels are modulated by this value. The <see cref="T:System.Drawing.Color" /> value maintains the original source color and alpha data.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the center of the sprite. A value of (0,0,0) indicates the upper-left corner.</param>
<param name="position">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the position of the sprite. A value of (0,0,0) indicates the upper-left corner.</param>
<param name="color">Color value represented as an integer. The color and alpha channels are modulated by this value. A value of 16777215 maintains the original source color and alpha data.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the portion of the source texture to use for the sprite. Specify <see cref="F:System.Drawing.Rectangle.Empty" /> to use the entire source image for the sprite.</param>
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the center of the sprite. A value of (0,0,0) indicates the upper-left corner.</param>
<param name="position">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the position of the sprite. A value of (0,0,0) indicates the upper-left corner.</param>
<param name="color">Color value represented as an integer. The color and alpha channels are modulated by this value. A value of 16777215 maintains the original source color and alpha data.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the portion of the source texture to use for the sprite. Specify <see cref="F:System.Drawing.Rectangle.Empty" /> to use the entire source image for the sprite.</param>
<param name="destinationRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the size of the destination rectangle.</param>
<param name="rotationCenter">A <see cref="T:System.Drawing.Point" /> object that represents the sprite's rotational center.</param>
<param name="rotationAngle">A floating point value that specifies the rotation angle around the rotational center of the sprite.</param>
<param name="position">A <see cref="T:System.Drawing.Point" /> object that represents the position of the sprite in 2D-space.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the portion of the source texture to use for the sprite. Specify <see cref="F:System.Drawing.Rectangle.Empty" /> to use the entire source image for the sprite.</param>
<param name="destinationRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the size of the destination rectangle.</param>
<param name="rotationCenter">A <see cref="T:System.Drawing.Point" /> object that represents the sprite's rotational center.</param>
<param name="rotationAngle">A floating point value that specifies the rotation angle around the rotational center of the sprite.</param>
<param name="position">A <see cref="T:System.Drawing.Point" /> object that represents the position of the sprite in 2D-space.</param>
<param name="color">Color value represented as an integer.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the portion of the source texture to use for the sprite. Specify <see cref="F:System.Drawing.Rectangle.Empty" /> to use the entire source image for the sprite.</param>
<param name="destinationRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the size of the destination rectangle.</param>
<param name="position">A <see cref="T:System.Drawing.Point" /> object that represents the position of the sprite in 2D-space.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the portion of the source texture to use for the sprite. Specify <see cref="F:System.Drawing.Rectangle.Empty" /> to use the entire source image for the sprite.</param>
<param name="destinationRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the size of the destination rectangle.</param>
<param name="position">A <see cref="T:System.Drawing.Point" /> object that represents the position of the sprite in 2D-space.</param>
<param name="color">Color value represented as an integer.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the portion of the source texture to use for the sprite. Specify <see cref="F:System.Drawing.Rectangle.Empty" /> to use the entire source image for the sprite.</param>
<param name="destinationRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the size of the destination rectangle.</param>
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the center of the sprite. A value of (0,0) indicates the upper-left corner.</param>
<param name="rotationAngle">A floating point value that specifies the rotation angle around the rotational center of the sprite.</param>
<param name="position">A <see cref="T:System.Drawing.Point" /> object that represents the position of the sprite in 2D-space.</param>
<param name="color">Color value represented as an integer.</param>
<summary>Adds a sprite to the list of batched sprites.</summary>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the sprite texture.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that indicates the portion of the source texture to use for the sprite. Specify <see cref="F:System.Drawing.Rectangle.Empty" /> to use the entire source image for the sprite.</param>
<param name="center">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the center of the sprite. A value of (0,0,0) indicates the upper-left corner.</param>
<param name="position">A <see cref="T:Microsoft.DirectX.Vector3" /> structure that identifies the position of the sprite. A value of (0,0,0) indicates the upper-left corner.</param>
<param name="color">Color value represented as an integer. The color and alpha channels are modulated by this value. A value of 16777215 maintains the original source color and alpha data.</param>
<summary>Restores the device to the state it was in before <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="M:Microsoft.DirectX.Direct3D.Sprite.Begin(Microsoft.DirectX.Direct3D.SpriteFlags)" /> was called.</summary>
<summary>Allows the <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> 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, ID3DXSprite, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> class. Not supported.</returns>
<summary>Should be called after the device is reset and before any other methods are called, if <see cref="P:Microsoft.DirectX.Direct3D.Device.IsUsingEventHandlers" /> is set to false.</summary>
<summary>Raises a <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="E:Microsoft.DirectX.Direct3D.Sprite.Lost" /> 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.Sprite" />.<see cref="E:Microsoft.DirectX.Direct3D.Sprite.Reset" /> 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>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> 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.ID3DXSprite" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.Sprite" /> object.</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.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</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.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="srcFile">String that contains the source file name.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromFile" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</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.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</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.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</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.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</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.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="readBytes">Size, in bytes, of the stream data in memory.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> object that contains the source surface data.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromStream" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[ref] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that represents the source image information.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<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.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<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.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="destRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the destination rectangle.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<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.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<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.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a surface from another surface with color conversion.</summary>
<param name="destSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the destination surface.</param>
<param name="destPalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the destination palette entries.</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="filter">One or more members of the <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> enumeration that control how the image is filtered.</param>
<param name="colorKey">Integer value that represents the color to replace with transparent black, or 0 to disable the <see cref="M:Microsoft.DirectX.Direct3D.SurfaceLoader.FromSurface" />. This value is always a 32-bit ARGB color, regardless of the source image format. alpha is significant and should usually be set to 0xFF for opaque color keys. Thus, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destFile">String that contains the destination file name.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> object that specifies the file format to use when saving the surface to a file. This method supports saving to all <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> types except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface to save to a file.</param>
<param name="destFile">String that contains the destination file name.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> object that specifies the file format to use when saving the surface to a file. This method supports saving to all <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> types except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface to save to a file.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="destFile">String that contains the destination file name.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> object that specifies the file format to use when saving the surface to a file. This method supports saving to all <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> types except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface to save to a file.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="destFile">String that contains the destination file name.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> object that specifies the file format to use when saving the surface to a file. This method supports saving to all <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> types except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface to save to a file.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> object that specifies the file format to use when saving the surface to a stream. This method supports saving to all <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> types except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface to save to a file.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the saved surface data.</returns>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> object that specifies the file format to use when saving the surface to a stream. This method supports saving to all <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> types except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface to save to a file.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the saved surface data.</returns>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> object that specifies the file format to use when saving the surface to a stream. This method supports saving to all <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> types except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface to save to a file.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the saved surface data.</returns>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> object that specifies the file format to use when saving the surface to a stream. This method supports saving to all <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> types except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
<param name="srcSurface">A <see cref="T:Microsoft.DirectX.Direct3D.Surface" /> object that represents the source surface to save to a file.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> array that contains the source palette entries.</param>
<param name="srcRectangle">A <see cref="T:System.Drawing.Rectangle" /> object that represents the source rectangle.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the saved surface data.</returns>
<summary>Used to build and manage gutter regions in a texture. Gutter regions separate textures and allow for bilinear interpolation to avoid rendering artifacts at texture boundaries.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.TextureGutterHelper.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.TextureGutterHelper" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Applies gutters to a texture object.</summary>
<param name="data">A floating-point array of texture data to add gutters to.</param>
<param name="numCoefficients">Number of scalars per color channel used in memory to store samples.</param>
<param name="width">Width of the texture, in pixels, obtained from the <see cref="P:Microsoft.DirectX.Direct3D.TextureGutterHelper.Width" /> property.</param>
<param name="height">Height of the texture, in pixels, obtained from the <see cref="P:Microsoft.DirectX.Direct3D.TextureGutterHelper.Height" /> property.</param>
<summary>Applies gutters to a texture object.</summary>
<param name="data">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object of texture data to add gutters to.</param>
<param name="numCoefficients">Number of scalars per color channel used in memory to store samples.</param>
<param name="width">Width of the texture, in pixels, obtained from the <see cref="P:Microsoft.DirectX.Direct3D.TextureGutterHelper.Width" /> property.</param>
<param name="height">Height of the texture, in pixels, obtained from the <see cref="P:Microsoft.DirectX.Direct3D.TextureGutterHelper.Height" /> property.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.TextureGutterHelper" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXTextureGutterHelper" /> 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.TextureGutterHelper" /> object to free resources before it is destroyed by the garbage collector.</summary>
<param name="baryData">An array of <see cref="T:Microsoft.DirectX.Vector2" /> objects that contain the first two barycentric coordinates of each texel.</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, ID3DXTextureGutterHelper, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.TextureGutterHelper" /> class. Not supported.</returns>
<summary>Retrieves the (u, v) texture coordinates of each texel.</summary>
<param name="texelData">An array of <see cref="T:Microsoft.DirectX.Vector2" /> objects that contain the location in pixel (u, v) texture coordinates where each texel is located.</param>
<param name="baryData">An array of <see cref="T:Microsoft.DirectX.Vector2" /> objects that contain the first two barycentric coordinates of each texel.</param>
<summary>Sets the (u, v) texture coordinates of each texel.</summary>
<param name="texelData">An array of <see cref="T:Microsoft.DirectX.Vector2" /> objects that contain the location in pixel (u, v) texture coordinates where each texel is located.</param>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.TextureGutterHelper" /> 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.ID3DXTextureGutterHelper" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.TextureGutterHelper" /> object.</param>
<summary>Checks creation parameters for a cube texture.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> class that represents the device to associate with the cube texture.</param>
<param name="usage">Value that is either 0 or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />.</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>
<param name="requirements">A <see cref="T:Microsoft.DirectX.Direct3D.CubeTextureRequirements" /> structure that contains the cube texture creation parameters.</param>
<summary>Checks creation parameters for a texture.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="usage">Value that is either 0 or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />.</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>
<param name="requirements">A <see cref="T:Microsoft.DirectX.Direct3D.TextureRequirements" /> structure that contains the texture creation parameters.</param>
<summary>Checks creation parameters for a volume texture.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with 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 texture should be placed.</param>
<param name="requirements">A <see cref="T:Microsoft.DirectX.Direct3D.VolumeTextureRequirements" /> structure that contains the volume texture creation parameters.</param>
<summary>Converts a height map into a normal map.</summary>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the destination texture.</param>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the source height-map texture.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the mapped normals.</param>
<param name="flags">One or more <see cref="T:Microsoft.DirectX.Direct3D.NormalMap" /> flags that indicate creation options.</param>
<param name="channel">A <see cref="T:Microsoft.DirectX.Direct3D.Channel" /> flag that specifies the source of the height information.</param>
<param name="amplitude">Constant value by which the height information is multiplied.</param>
<summary>Uses a user-provided function or a compiled high-level shader language (HLSL) function to fill each texel of each mip level of a given texture.</summary>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the filled texture.</param>
<param name="textureShader">A <see cref="T:Microsoft.DirectX.Direct3D.TextureShader" /> object that contains the compiled HLSL function. This can be created using <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShader" />, <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShaderFromStream" />, or <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShaderFromFile" />.</param>
<summary>Uses a user-provided function or a compiled high-level shader language (HLSL) function to fill each texel of each mip level of a given texture.</summary>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the filled texture.</param>
<param name="textureShader">A <see cref="T:Microsoft.DirectX.Direct3D.TextureShader" /> object that contains the compiled HLSL function. This can be created using <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShader" />, <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShaderFromStream" />, or <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShaderFromFile" />.</param>
<summary>Uses a user-provided function or a compiled high-level shader language (HLSL) function to fill each texel of each mip level of a given texture.</summary>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the filled texture.</param>
<param name="textureShader">A <see cref="T:Microsoft.DirectX.Direct3D.TextureShader" /> object that contains the compiled HLSL function. This can be created using <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShader" />, <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShaderFromStream" />, or <see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShaderFromFile" />.</param>
<summary>Uses a user-provided function or a compiled high-level shader language (HLSL) function to fill each texel of each mip level of a given texture.</summary>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the filled texture.</param>
<param name="callbackFunction">User-provided <see cref="T:Microsoft.DirectX.Direct3D.Fill3DTextureCallback" /> delegate that is used to compute the value of each texel.</param>
<summary>Uses a user-provided function or a compiled high-level shader language (HLSL) function to fill each texel of each mip level of a given texture.</summary>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the filled texture.</param>
<param name="callbackFunction">User-provided <see cref="T:Microsoft.DirectX.Direct3D.Fill3DTextureCallback" /> delegate that is used to compute the value of each texel.</param>
<summary>Uses a user-provided function or a compiled high-level shader language (HLSL) function to fill each texel of each mip level of a given texture.</summary>
<param name="texture">A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the filled texture.</param>
<param name="callbackFunction">User-provided <see cref="T:Microsoft.DirectX.Direct3D.Fill2DTextureCallback" /> delegate that is used to compute the value of each texel.</param>
<summary>Filters mipmap levels of a texture.</summary>
<param name="baseTexture">A <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object that represents the texture object to filter.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in. For formats that are not palletized, use 0. If a palette is not specified, the default Microsoft® Direct3D® palette (an all-opaque white palette) is provided. See Remarks.</param>
<param name="srcLevel">Level whose image is used to generate subsequent levels. A common value for this parameter is 0.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> values that control how the mipmap is filtered.</param>
<summary>Creates a cube texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="size">Width and height of the cube texture, in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This value is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="size">Width and height of the cube texture, in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This value is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="size">Width and height of the cube texture, in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This value is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="size">Width and height of the cube texture, in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This value is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<param name="size">Width and height of the cube texture in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. The color key is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<param name="size">Width and height of the cube texture in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. The color key is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<param name="size">Width and height of the cube texture in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. The color key is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="size">Width and height of the cube texture in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. The color key is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="size">Width and height of the cube texture in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. The color key is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="size">Width and height of the cube texture in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. The color key is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="size">Width and height of the cube texture in pixels. For example, if the cube texture is an 8-pixel by 8-pixel cube, the value is 8. If the value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface should be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. The color key is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value equals 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<summary>Creates a cube texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the cube texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the cube texture. See Remarks.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.CubeTexture" /> object that represents the created cube texture object.</returns>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="width">Width of the texture in pixels. If this value is zero, the dimensions are taken from the file.</param>
<param name="height">Height of the texture in pixels. If this value is zero, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="width">Width of the texture in pixels. If this value is zero, the dimensions are taken from the file.</param>
<param name="height">Height of the texture in pixels. If this value is zero, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="width">Width of the texture in pixels. If this value is zero, the dimensions are taken from the file.</param>
<param name="height">Height of the texture in pixels. If this value is zero, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="width">Width of the texture in pixels. If this value is zero, the dimensions are taken from the file.</param>
<param name="height">Height of the texture in pixels. If this value is zero, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<summary>Creates a texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture. See Remarks.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<summary>Creates a texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture. See Remarks.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<summary>Creates a texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture. See Remarks.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<summary>Creates a texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture. See Remarks.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<summary>Creates a texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture. See Remarks.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<summary>Creates a texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture. See Remarks.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<summary>Creates a texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture. See Remarks.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.Texture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="srcFile">String that specifies the file name.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<param name="width">Width in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="height">Height in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="depth">Depth in pixels. If this value is 0, the dimensions are taken from the file. The maximum dimension that a driver supports (for width, height, and depth) can be found in the <see cref="T:Microsoft.DirectX.Direct3D.Caps" />.<see cref="P:Microsoft.DirectX.Direct3D.Caps.MaxVolumeExtent" /> property.</param>
<param name="mipLevels">Number of mip levels requested. If this value is 0, a complete mipmap chain is created.</param>
<param name="usage">Zero or <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" />, or <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" />. Setting this flag to <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> indicates that the surface will be used as a render target. The resource can then be passed to the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Device.SetRenderTarget(System.Int32,Microsoft.DirectX.Direct3D.Surface)" /> method. If <see cref="F:Microsoft.DirectX.Direct3D.Usage.RenderTarget" /> is specified, the application should determine whether the device supports this operation by calling <see cref="M:Microsoft.DirectX.Direct3D.Manager.CheckDeviceFormat" />. The <see cref="F:Microsoft.DirectX.Direct3D.Usage.Dynamic" /> value indicates that the surface should be handled dynamically.</param>
<param name="format">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Format" /> enumerated type that describes the requested pixel format for the cube texture. The returned cube texture might have a different format from that specified by <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" />. Applications should check the format of the returned cube texture. If <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FromCubeFile" /> is <see cref="F:Microsoft.DirectX.Direct3D.Format.Unknown" />, the format is taken from the file.</param>
<param name="pool">Member of the <see cref="T:Microsoft.DirectX.Direct3D.Pool" /> enumerated type that describes the memory class into which the cube texture should be placed.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="mipFilter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the mipmaps are filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">[in, out] An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains a description of the data in the source image file, or 0.</param>
<param name="palette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Creates a volume texture from a file in memory.</summary>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object that represents the device to associate with the volume texture.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> from which to create the texture.</param>
<param name="readBytes">Size, in bytes, of the file in memory.</param>
<returns>Address of a pointer to a <see cref="T:Microsoft.DirectX.Direct3D.VolumeTexture" /> object that represents the created texture object.</returns>
<summary>Retrieves information about a given image file.</summary>
<param name="srcFile">File name of the image whose information is being retrieved.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains the description of the data in the source file.</returns>
<summary>Retrieves information about an image file in memory.</summary>
<param name="sourceStream">A <see cref="T:System.IO.Stream" /> object containing the image whose information is being retrieved.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains the description of the data in <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.ImageInformationFromStream" />.</returns>
<summary>Retrieves information about an image file in memory.</summary>
<param name="sourceStream">A <see cref="T:System.IO.Stream" /> object containing the image whose information is being retrieved.</param>
<param name="readLength">The size of the <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.ImageInformationFromStream" /> data to read.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure that contains the description of the data in <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.ImageInformationFromStream" />.</returns>
<param name="destFile">String that specifies the file name of the source image.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> flag that specifies the file format to use when saving. See Remarks.</param>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object that contains the texture to save.</param>
<param name="destFile">String that specifies the file name of the source image.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> flag that specifies the file format to use when saving. See Remarks.</param>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object that contains the texture to save.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structure that contains a 256-color palette. This parameter can be 0.</param>
<summary>Saves a volume to a graphics stream.</summary>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> flag that specifies the file format to use when saving. See Remarks.</param>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object that contains the texture to save.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the source image.</returns>
<summary>Saves a volume to a graphics stream.</summary>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> flag that specifies the file format to use when saving. See Remarks.</param>
<param name="srcTexture">A <see cref="T:Microsoft.DirectX.Direct3D.BaseTexture" /> object that contains the texture to save.</param>
<param name="sourcePalette">A <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structure that contains a 256-color palette. This parameter can be 0.</param>
<returns>A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object that contains the source image.</returns>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.TextureShader.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.TextureShader" /> 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.TextureShader" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXTextureShader" /> 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.TextureShader" /> object to free resources before it is destroyed by the garbage collector.</summary>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that represents the parent data structure. If the constant is a top-level parameter (there is no parent data structure), use null.</param>
<param name="name">A string that contains the name of the constant to retrieve.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents the effect constant.</returns>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that represents the parent data structure. If the constant is a top-level parameter (there is no parent data structure), use null.</param>
<param name="index">Zero-based index of the constant.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> that represents the effect constant.</returns>
<summary>Retrieves an array of effect constants in the effect's constant table.</summary>
<param name="constant">An <see cref="T:Microsoft.DirectX.Direct3D.EffectHandle" /> object that represents the effect constant.</param>
<param name="numberConstants">Number of constants to retrieve.</param>
<returns>Returns an array of <see cref="T:Microsoft.DirectX.Direct3D.ConstantDescription" /> objects that represent the effect constant descriptions.</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, ID3DXTextureShader, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.TextureShader" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.TextureShader" /> 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.ID3DXTextureShader" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.TextureShader" /> object.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.TooManyInfluencesException" /> 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>Returns a declaration from a vertex format.</summary>
<param name="vertexFormat">One or more <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that describe the vertex format from which to generate the returned declaration array.</param>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that describe the vertex format of the mesh vertices.</returns>
<summary>Returns a <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> structure from a declaration.</summary>
<param name="declarator">Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that describe the <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> code.</param>
<returns>Combination of <see cref="T:Microsoft.DirectX.Direct3D.VertexFormats" /> flags that describe the vertex format returned from the declaration.</returns>
<summary>Generates an output vertex declaration from the input declaration.</summary>
<param name="declarator">Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that represent the input vertex declaration.</param>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that represent the output vertex declaration.</returns>
<summary>Returns the size of the vertex declaration for a flexible vertex format (FVF).</summary>
<param name="declarator">Array of <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" /> structures that represent the vertex shader declaration. The declaration array must end with <see cref="F:Microsoft.DirectX.Direct3D.VertexElement.VertexDeclarationEnd" /> as the last element (the size of the vertex element array will be one more than the number of actual vertex elements).</param>
<param name="stream">Specifies the vertex data stream, in the range from 0 to the maximum number of streams -1.</param>
<returns>The vertex declaration size, in bytes.</returns>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcFile">String that specifies the file name.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="readBytes">Size of the file in memory, in bytes.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Creates a volume from a file in memory.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that represent a 256-color palette to fill in, or 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="stream">A <see cref="T:System.IO.Stream" /> that contains the source volume texture in memory.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="srcInformation">An <see cref="T:Microsoft.DirectX.Direct3D.ImageInformation" /> structure to fill with a description of the data in the source image file, or 0.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the destination volume. This parameter can be 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the source volume. This parameter can be 0.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the destination volume. This parameter can be 0.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the source volume. This parameter can be 0.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the destination volume. This parameter can be 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the destination volume. This parameter can be 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the source volume. This parameter can be 0.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the destination volume. This parameter can be 0.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the source volume. This parameter can be 0.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the source volume. This parameter can be 0.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the destination volume. This parameter can be 0.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the source volume. This parameter can be 0.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the destination volume. This parameter can be 0.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the destination box. Omit this parameter to specify the entire volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the source volume. This parameter can be 0.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the source volume. This parameter can be 0.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<summary>Loads a volume from another volume.</summary>
<param name="destVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the destination volume.</param>
<param name="destPalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures containing a 256-color palette that represents the palette for the destination volume. This parameter can be 0.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that specifies the source volume.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="filter">One or more <see cref="T:Microsoft.DirectX.Direct3D.Filter" /> flags that control how the image is filtered.</param>
<param name="colorKey">An <see cref="T:System.Int32" /> value to replace with transparent black, or 0 to disable the color key. This is always a 32-bit ARGB color that is independent of the source image format. Alpha is significant, and usually should be set to FF for opaque color keys. For example, for opaque black, the value is equal to 0xFF000000.</param>
<param name="destFile">String that specifies the file name of the source image.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> that specifies the file format to use when saving. See Remarks.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that contains the image to save.</param>
<param name="destFile">String that specifies the file name of the source image.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> that specifies the file format to use when saving. See Remarks.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that contains the image to save.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that contain a 256-color palette. This parameter can be 0.</param>
<param name="destFile">String that specifies the file name of the source image.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> that specifies the file format to use when saving. See Remarks.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that contains the image to save.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<param name="destFile">String that specifies the file name of the source image.</param>
<param name="destFormat">An <see cref="T:Microsoft.DirectX.Direct3D.ImageFileFormat" /> that specifies the file format to use when saving. See Remarks.</param>
<param name="srcVolume">A <see cref="T:Microsoft.DirectX.Direct3D.Volume" /> object that contains the image to save.</param>
<param name="sourcePalette">Array of <see cref="T:Microsoft.DirectX.Direct3D.PaletteEntry" /> structures that contain a 256-color palette. This parameter can be 0.</param>
<param name="srcBox">A <see cref="T:Microsoft.DirectX.Direct3D.Box" /> structure that specifies the source box. Omit this parameter to specify the entire volume.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.XFile.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> 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.XFile" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXFileEnumObject" /> 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.XFile" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> child object in this <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> object.</summary>
<param name="index">Identifier (ID) of the child object to retrieve.</param>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object referenced by name or by a globally unique identifier (GUID).</summary>
<param name="dataName">Specifies the name of the data object to retrieve.</param>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object referenced by name or by a globally unique identifier (GUID).</summary>
<param name="dataId">Specifies the globally unique identifier (GUID) of the data object to retrieve.</param>
<summary>Returns an <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> instance for this <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> object.</summary>
<returns>The <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> instance for this <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> object.</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, ID3DXFile, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> 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.ID3DXFileEnumObject" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.XFileData.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> 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.XFileData" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXFileData" /> 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.XFileData" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves an <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> child object in this <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<param name="index">Identifier (ID) of the child object to retrieve.</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, ID3DXFileData, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> class. Not supported.</returns>
<summary>Retrieves an <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> instance for this <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</summary>
<returns>The <see cref="T:Microsoft.DirectX.Direct3D.XFile" /> instance for this <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</returns>
<param name="data">An <see cref="T:System.Object" /> that contains the data to set into this <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</param>
<summary>Ends access to the <see cref="T:Microsoft.DirectX.GraphicsStream" /> object returned by <see cref="M:Microsoft.DirectX.Direct3D.XFileData.Lock" />.</summary>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> 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.ID3DXFileData" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object.</param>
<summary>Retrieves the globally unique identifier (GUID) for a set of two Boolean values that are used in the <see cref="F:Microsoft.DirectX.Direct3D.XFileGuid.MeshFaceWraps" /> template to define the texture topology of an individual face.</summary>
<summary>Retrieves the globally unique identifier (GUID) for a two-dimensional vector that is used to define a mesh's (u, v) texture coordinates.</summary>
<summary>Retrieves the globally unique identifier (GUID) for an array of floating-point numbers (floats) and the number of floats in the array.</summary>
<summary>Retrieves the globally unique identifier (GUID) for material ambient color templates. Provided for legacy applications. Not supported.</summary>
<summary>Retrieves the globally unique identifier (GUID) for material diffuse color templates. Provided for legacy applications. Not supported.</summary>
<summary>Retrieves the globally unique identifier (GUID) for material emissive color templates. Provided for legacy applications. Not supported.</summary>
<summary>Retrieves the globally unique identifier (GUID) for material specular color templates. Provided for legacy applications. Not supported.</summary>
<summary>Retrieves the globally unique identifier (GUID) for progressive mesh templates. Used internally by Microsoft® DirectX®. Do not use.</summary>
<summary>Retrieves the globally unique identifier (GUID) for string property templates. Used internally by Microsoft® DirectX®. Do not use.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.XFileManager.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<param name="fileName">A <see cref="T:System.String" /> instance that contains the name of the file to use for saving data.</param>
<param name="fileFormat">Format to use when saving the XFile (.x file). This value can be one of the <see cref="T:Microsoft.DirectX.Direct3D.XFileFormat" /> enumerated vales. See Remarks.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> instance that represents the created save object.</returns>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXFile" /> 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.XFileManager" /> 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, ID3DXFile, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> 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.ID3DXFile" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> object.</param>
<summary>Applications use the methods of the <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> class to add data objects as children of a .x file data node.</summary>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.XFileSaveData.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Adds a data object as a child of the <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> file data node.</summary>
<param name="guidTemplate">The globally unique identifier (GUID) representing the data object's template.</param>
<param name="name">The name of the data object to add.</param>
<param name="guidData">A globally unique identifier (GUID) representing the data object. The data object must have been registered with <see cref="M:Microsoft.DirectX.Direct3D.XFileManager.RegisterTemplates(System.Byte[])" /> or <see cref="M:Microsoft.DirectX.Direct3D.XFileManager.RegisterXFileTemplates(Microsoft.DirectX.Direct3D.XFile)" />. Specify null if the object does not have a globally unique identifier (GUID).</param>
<param name="data">A <see cref="T:System.Byte" /> array representing the buffer containing all required data in the data object.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> object representing the file data node to which the data object will be added.</returns>
<summary>Adds a data reference as a child of this <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> file data node. The data reference points to a file data object.</summary>
<param name="name">The name of the data object to add by reference. Specify null if the data object does not have a name.</param>
<param name="guidData">The globally unique identifier (GUID) representing the data object to add by reference. If null, a reference will be added that points to the data object with the given <see cref="M:Microsoft.DirectX.Direct3D.XFileSaveData.AddDataReference(System.String,System.Guid)" />.</param>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXFileSaveData" /> 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.XFileSaveData" /> 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, ID3DXFileSaveData, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> 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.ID3DXFileSaveData" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> object.</param>
<summary>Occurs when the <see cref="M:Microsoft.DirectX.Direct3D.XFileSaveObject.Dispose" /> method is called or when the <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> object is finalized and collected by the garbage collector of the Microsoft® .NETcommon language runtime.</summary>
<summary>Adds a data object as a child of the <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> object.</summary>
<param name="guidTemplate">The globally unique identifier (GUID) representing the data object's template.</param>
<param name="name">The name of the data object. Specify null if the data object does not have a name.</param>
<param name="guidData">A globally unique identifier (GUID) representing the data object. Specify null if the object does not have a globally unique identifier (GUID).</param>
<param name="data">A <see cref="T:System.Byte" /> array as a buffer containing all required data in the data object.</param>
<returns>An <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveData" /> object representing the file data node to which the data object will be added.</returns>
<summary>Initializes a new instance of the <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> class.</summary>
<param name="unmanagedObject">Pointer to an unmanaged Component Object Model (COM)<see cref="T:Microsoft.DirectX.PrivateImplementationDetails.ID3DXFileSaveObject" /> 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.XFileSaveObject" /> object to free resources before it is destroyed by the garbage collector.</summary>
<summary>Retrieves the <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> object of the object that created this <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> object.</summary>
<returns>The <see cref="T:Microsoft.DirectX.Direct3D.XFileManager" /> object of the object that created this <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> object.</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, ID3DXFileSaveObject, which allows unmanaged COM clients to create an instance of the managed <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> class. Not supported.</returns>
<summary>Updates the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> 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.ID3DXFileSaveObject" /> structure used to update the unmanaged pointer for this <see cref="T:Microsoft.DirectX.Direct3D.XFileSaveObject" /> object.</param>
<summary>Represents the method that handles the <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FillTexture(Microsoft.DirectX.Direct3D.Texture,Microsoft.DirectX.Direct3D.Fill2DTextureCallback)" /> call.</summary>
<param name="texCoord">A <see cref="T:Microsoft.DirectX.Vector2" /> object that contains the coordinates of the texel currently being evaluated. See Remarks.</param>
<param name="texelSize">A <see cref="T:Microsoft.DirectX.Vector2" /> object that contains the dimensions of the current texel.</param>
<summary>Represents the method that handles the <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FillTexture(Microsoft.DirectX.Direct3D.VolumeTexture,Microsoft.DirectX.Direct3D.Fill3DTextureCallback)" /> or <see cref="M:Microsoft.DirectX.Direct3D.TextureLoader.FillTexture(Microsoft.DirectX.Direct3D.CubeTexture,Microsoft.DirectX.Direct3D.Fill3DTextureCallback)" /> call.</summary>
<param name="texCoord">A <see cref="T:Microsoft.DirectX.Vector3" /> object that contains the coordinates of the texel currently being evaluated. See Remarks.</param>
<param name="texelSize">A <see cref="T:Microsoft.DirectX.Vector3" /> object that contains the dimensions of the current texel.</param>
<summary>This delegate is used to handle callbacks triggered by <see cref="T:Microsoft.DirectX.Direct3D.KeyCallback" /> in an animation track.</summary>
<param name="track">Identifier of the track on which the callback occurs.</param>
<param name="callbackData">Callback data specified in the <see cref="F:Microsoft.DirectX.Direct3D.KeyCallback.CallBackData" /> field.</param>
<summary>Represents an optional callback method that computes the percentage of spherical harmonic (SH) computations completed and gives the caller the option of aborting the simulator.</summary>
<param name="percentComplete">A floating-point value that contains the percentage of spherical harmonic (SH) computations completed.</param>
<summary>Use the <see cref="F:Microsoft.DirectX.Direct3D.CleanType.Skinning" /> or <see cref="F:Microsoft.DirectX.Direct3D.CleanType.BowTies" /> flags only as required to prevent infinite loops during mesh operations.</summary>
<summary>Use the <see cref="F:Microsoft.DirectX.Direct3D.CleanType.BackFacing" /> flag only as required to prevent infinite loops during mesh operations.</summary>
<summary>Use the <see cref="F:Microsoft.DirectX.Direct3D.CleanType.BackFacing" /> flag only as required to prevent infinite loops during mesh operations. Typically used to avoid breaking skinning operations.</summary>
<summary>If a vertex is the apex of two triangle fans (a bowtie) and mesh operations will affect one of the fans, then split the shared vertex into two new vertices.</summary>
<summary>Merge triangles that share the same vertex indices but have face normals pointing in opposite directions (back-facing triangles). Unless vertex indices are corrected so that the triangles have the same vertex winding order, mesh adjacency data from the two triangles may conflict.</summary>
<summary>Justifies text to the bottom of the rectangle. This value must be combined with <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.SingleLine" />.</summary>
<summary>Breaks words. Lines are automatically broken between words if a word extends past the edge of the rectangle specified by the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter. A carriage return/line feed sequence also breaks the line.</summary>
<summary>Displays text in right-to-left reading order for bidirectional text when a Hebrew or Arabic font is selected. The default reading order for all text is left-to-right.</summary>
<summary>Draws without clipping. <see cref="T:Microsoft.DirectX.Direct3D.Font" />.<see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> is somewhat faster when <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.NoClip" /> is used.</summary>
<summary>Expands tab characters. The default number of characters per tab is eight. The <see cref="T:Microsoft.DirectX.Direct3D.DrawTextFormat" /> and <see cref="T:Microsoft.DirectX.Direct3D.DrawTextFormat" /> values cannot be used with the <see cref="F:Microsoft.DirectX.Direct3D.DrawTextFormat.ExpandTabs" /> value.</summary>
<summary>Determines the width and height of the rectangle. If there are multiple lines of text, <see cref="T:Microsoft.DirectX.Direct3D.Font" />.<see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> uses the width of the rectangle specified by the <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> parameter and extends the base of the rectangle to bound the last line of text. If there is only one line of text, <see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> modifies the right side of the rectangle so that it bounds the last character in the line. In either case, <see cref="T:Microsoft.DirectX.Direct3D.Font" />.<see cref="M:Microsoft.DirectX.Direct3D.Font.DrawText" /> returns the height of the formatted text but does not draw the text.</summary>
<summary>Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps.</summary>
<summary>Same as specifying the <see cref="F:Microsoft.DirectX.Direct3D.Filter.MirrorU" />, <see cref="F:Microsoft.DirectX.Direct3D.Filter.MirrorV" />, and <see cref="F:Microsoft.DirectX.Direct3D.Filter.MirrorW" /> flags. This flag is always used internally for this function.</summary>
<summary>Bilinear interpolation filtering is 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 to use between mipmap levels is trilinear mipmap interpolation. The rasterizer interpolates pixel color in a linear manner, using the texels of the two nearest textures.</summary>
<summary>Text is rendered using the Microsoft® ClearType® antialiasing (smoothing) method when possible. The font quality is given more importance than maintaining the text size; thus, the text width can change. When using this mode for measuring and rendering, ensure that the application does not cache any layout information. If it does, remote users who do not have Microsoft® ClearType® enabled will view different width and metrics.</summary>
<summary>Microsoft® Windows® XP: Text is rendered using the Microsoft® ClearType® antialiasing method when possible. The font quality is given less importance than maintaining the text size.</summary>
<summary>Microsoft® Windows NT® 4.0 and later: Font is antialiased, if it supports antialiasing and if its size falls within the accepted range.Microsoft® Windows® 95 with Microsoft® Plus!, Microsoft® Windows® 98/Microsoft® Windows® Millennium Edition (Windows Me): The display must be greater than 8-bit color, must be a single plane device, cannot be a palette display, and cannot be part of a multiple-display monitor setup. In addition, a TrueType® font must be selected into a screen device context before it is used in a DIBSection (a structure that contains information about a device-independent bitmap); otherwise, antialiasing does not occur.</summary>
<summary>Microsoft® Windows® 95 with Microsoft® Plus!, Microsoft® Windows® 98/Microsoft® Windows® Millennium Edition (Windows Me), Microsoft® Windows NT® 4.0 and later: Font is never antialiased.</summary>
<summary>Font's character quality is given more importance than exact matching of the logical-font attributes. For Microsoft® Windows® Graphics Device Interface (GDI) raster fonts, scaling is disabled and the font closest in size is chosen. Although this size might not correspond exactly when <see cref="F:Microsoft.DirectX.Direct3D.FontQuality.Proof" /> is used, the font's quality is high and its appearance is not distorted. Bold, italic, underline, and strikeout fonts are synthesized if necessary.</summary>
<summary>Font's appearance is given less importance than when the <see cref="F:Microsoft.DirectX.Direct3D.FontQuality.Proof" /> value is used. Scaling is enabled for Microsoft® Windows® Graphics Device Interface (GDI) raster fonts, which means that more font sizes are available, but their quality might be lower. Bold, italic, underline, and strikeout fonts are synthesized if necessary.</summary>
<summary>Defines flags for saving shader state.</summary>
</member>
<member name="F:Microsoft.DirectX.Direct3D.FX.">
<summary>No state is saved or restored.</summary>
</member>
<member name="F:Microsoft.DirectX.Direct3D.FX.">
<summary>Sampler state is not saved when calling <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.<see cref="M:Microsoft.DirectX.Direct3D.Effect.Begin(Microsoft.DirectX.Direct3D.FX)" />, or restored when calling <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.<see cref="M:Microsoft.DirectX.Direct3D.Effect.End" />.</summary>
</member>
<member name="F:Microsoft.DirectX.Direct3D.FX.">
<summary>Shader state is not saved when calling <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.<see cref="M:Microsoft.DirectX.Direct3D.Effect.Begin(Microsoft.DirectX.Direct3D.FX)" />, or restored when calling <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.<see cref="M:Microsoft.DirectX.Direct3D.Effect.End" />.</summary>
</member>
<member name="F:Microsoft.DirectX.Direct3D.FX.">
<summary>Device state is not saved when calling <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.<see cref="M:Microsoft.DirectX.Direct3D.Effect.Begin(Microsoft.DirectX.Direct3D.FX)" />, or restored when calling <see cref="T:Microsoft.DirectX.Direct3D.Effect" />.<see cref="M:Microsoft.DirectX.Direct3D.Effect.End" />.</summary>
<summary>Describes the resolution of the shadow z-buffer that will be used in precomputed radiance transfer (PRT) direct lighting simulation on the graphics processing unit (GPU). A higher quality z-buffer can also be specified to reduce noise in the results of the direct lighting simulation, although the simulation will be slower.</summary>
<summary>The simulation is of high precision, regardless of the selected resolution. Setting this value will reduce noise in the results of the direct lighting simulation, although the simulation will be slower. May be combined with one of the other values.</summary>
<summary>Medium resolution simulation. A 512 x 512 pixel texture is used in the simulation to encode the shadow z-buffer. This is the default value.</summary>
<summary>Simplifies the mesh by the number of faces specified in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> method.</summary>
<summary>Simplifies the mesh by the number of vertices specified in the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> parameter of the <see cref="M:Microsoft.DirectX.Direct3D.Mesh.Simplify" /> method.</summary>
<summary>Reorders faces to optimize for fewer attribute bundle state changes and enhanced <see cref="T:Microsoft.DirectX.Direct3D.BaseMesh" />.<see cref="M:Microsoft.DirectX.Direct3D.BaseMesh.DrawSubset(System.Int32)" /> performance.</summary>
<summary>Equivalent to specifying both <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.VbSoftwareProcessing" /> and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbSoftwareProcessing" />.</summary>
<summary>Equivalent to specifying both <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.VbDynamic" /> and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbDynamic" />.</summary>
<summary>Equivalent to specifying both <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.VbWriteOnly" /> and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbWriteOnly" />.</summary>
<summary>Equivalent to specifying both <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.VbManaged" /> and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbManaged" />.</summary>
<summary>Equivalent to specifying both <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.VbSystemMem" /> and <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.IbSystemMem" />.</summary>
<summary>Specifies use of hardware processing only. For mixed-mode devices, this flag causes the system to use hardware processing if it is supported, and software processing otherwise.</summary>
<summary>Causes the vertex and index buffer of the mesh to be created with the <see cref="F:Microsoft.DirectX.Direct3D.MeshFlags.NPatches" /> flag. This is required if the mesh object will be rendered using N-patch enhancement with Microsoft® Direct3D®.</summary>
<summary>Computes the per-pixel occlusion term and encodes it into the alpha. An alpha of 1 means that the pixel is not obscured in any way; an alpha of 0 means that the pixel is completely obscured.</summary>
<summary>Same as specifying <see cref="F:Microsoft.DirectX.Direct3D.NormalMap.MirrorU" /> and <see cref="F:Microsoft.DirectX.Direct3D.NormalMap.MirrorV" />.</summary>
<summary>The value of a parameter will be shared by all effects in the same namespace. Changing the value in one effect will change it in all shared effects.</summary>
<summary>The parameter is marked as a literal value. Literal parameters cannot change after compile, allowing the compiler to optimize their usage. Shared parameters cannot be marked as a literal.</summary>
<summary>Specifies a monospace font with or without serifs. Monospace fonts are usually modern; examples include Pica, Elite, and Courier New.</summary>
<summary>Specifies a generic family name, which is used when information about a font does not exist or does not matter. The default font is used.</summary>
<summary>Microsoft® Windows® 2000/Microsoft® Windows® XP: When more than one font has a given name, choose a PostScript font if available.</summary>
<summary>Microsoft® Windows NT®/Microsoft® Windows® 2000/Microsoft® Windows® XP: This value instructs the font mapper to choose from TrueType and other outline-based fonts.</summary>
<summary>Microsoft® Windows® 2000/Microsoft® Windows® XP: When more than one font has a given name, use the TrueType® font if available.</summary>
<summary>Specifies the font with a size (height and width) that most closely matches the requested size. The driver may disregard the requested orientation, but other attributes must match.</summary>
<summary>Specifies a font with a size (height and width) that most closely matches the requested size. The driver may disregard the requested orientation and escapement, but other attributes must match.</summary>
<summary>Instructs the compiler to skip optimization steps during code generation. This option is valid only when calling <see cref="T:Microsoft.DirectX.Direct3D.ShaderLoader" />.<see cref="M:Microsoft.DirectX.Direct3D.ShaderLoader.CompileShader" />; it is not recommended unless you are trying to isolate a code problem that you suspect originates in the compiler.</summary>
<summary>Prevents the compiler from validating the generated code against known capabilities and constraints. This option is recommended only when compiling shaders that are known to work (that is, those that have compiled before without this option). Shaders are always validated before they are set to the device.</summary>
<summary>Enables alpha blending with <see cref="T:Microsoft.DirectX.Direct3D.RenderStateManager" />.<see cref="P:Microsoft.DirectX.Direct3D.RenderStateManager.AlphaTestEnable" /> set to true (for nonzero alpha). <see cref="F:Microsoft.DirectX.Direct3D.Blend.SourceAlpha" /> is the source blend state, and <see cref="F:Microsoft.DirectX.Direct3D.Blend.InvSourceAlpha" /> is the destination blend state in calls to <see cref="T:Microsoft.DirectX.Direct3D.RenderStateManager" />. The<see cref="T:Microsoft.DirectX.Direct3D.Font" /> class requires this flag to be set when drawing text.</summary>
<summary>Sorts sprites by depth in back-to-front order prior to drawing. This option is recommended when drawing transparent sprites of varying depths.</summary>
<summary>Sorts sprites by depth in front-to-back order prior to drawing. This option is recommended when drawing opaque sprites of varying depths.</summary>
<summary>Sorts sprites by texture prior to drawing. This option is recommended when drawing non-overlapping sprites of uniform depth; for example, drawing screen-aligned text with <see cref="T:Microsoft.DirectX.Direct3D.Font" />.</summary>
<summary>Rotates each sprite around its center so that it is facing the viewer. <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="M:Microsoft.DirectX.Direct3D.Sprite.SetWorldViewLH(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)" /> or <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="M:Microsoft.DirectX.Direct3D.Sprite.SetWorldViewRH(Microsoft.DirectX.Matrix,Microsoft.DirectX.Matrix)" /> must be called first.</summary>
<summary>Specifies no modification of the world, view, and projection transforms. The transforms currently set to the device are used to transform sprites when the batched sprites are drawn (that is, when <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="M:Microsoft.DirectX.Direct3D.Sprite.Flush" /> or <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="M:Microsoft.DirectX.Direct3D.Sprite.End" /> is called). If this option is not specified, the world, view, and projection transforms are modified so that sprites are drawn in screen-space coordinates.</summary>
<summary>Specifies no changes to the device render state when <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="M:Microsoft.DirectX.Direct3D.Sprite.Begin(Microsoft.DirectX.Direct3D.SpriteFlags)" /> is called. The device is assumed to be in a valid state to draw vertices when the <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.UsageIndex" /> property equals 0 and <see cref="T:Microsoft.DirectX.Direct3D.VertexElement" />.<see cref="P:Microsoft.DirectX.Direct3D.VertexElement.DeclarationUsage" /> is set to <see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.DeclarationUsage.Position" />, <see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.DeclarationUsage.TextureCoordinate" />, or <see cref="F:Microsoft.DirectX.Direct3D.DeclarationUsage.DeclarationUsage.Color" />.</summary>
<summary>Prevents the device state from being saved or restored when <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="M:Microsoft.DirectX.Direct3D.Sprite.Begin(Microsoft.DirectX.Direct3D.SpriteFlags)" /> or <see cref="T:Microsoft.DirectX.Direct3D.Sprite" />.<see cref="M:Microsoft.DirectX.Direct3D.Sprite.End" /> is called.</summary>
<summary>Instructs the weld to allow vertices to be modified only, not removed. This flag is valid only if <see cref="F:Microsoft.DirectX.Direct3D.WeldEpsilonsFlags.WeldPartialMatches" /> is set. It is useful to modify vertices so that they are equal, but not to allow vertices to be removed.</summary>
<summary>Instructs the weld to allow vertices to be modified only, not removed. This flag is valid only if <see cref="F:Microsoft.DirectX.Direct3D.WeldEpsilonsFlags.WeldPartialMatches" /> is set. It is useful to modify vertices to be equal, but not to allow vertices to be removed.</summary>
<summary>If a given vertex component is within epsilon, instructs the weld to modify partially matched vertices so that both components are equal. If all components are equal, one of the vertices is removed.</summary>
<summary>Defines XFile error codes. The methods used to work with Microsoft® DirectX® XFiles can return the following return values. Exceptions thrown from methods that use XFiles can also contain these values.</summary>
<summary>Retrieves or sets a numerical value that indicates the degree to which texture coordinate data is used in simplification operations.</summary>
<summary>Retrieves or sets an array of vertices that are influenced by the bone associated with the current <see cref="T:Microsoft.DirectX.Direct3D.BoneInfluences" /> structure.</summary>
<returns>Array of <see cref="T:System.Int32" /> values indicating the vertices that are influenced by the bone associated with the current <see cref="T:Microsoft.DirectX.Direct3D.BoneInfluences" /> structure.</returns>
<summary>Retrieves or sets an array of weights associated with the current <see cref="T:Microsoft.DirectX.Direct3D.BoneInfluences" /> structure.</summary>
<returns>Array of <see cref="T:System.Single" /> values indicating the weight values that the bone exerts on the vertices associated with the current <see cref="T:Microsoft.DirectX.Direct3D.BoneInfluences" /> structure.</returns>
<summary>Indicates the index of patches and vertices that cause the <see cref="M:Microsoft.DirectX.Direct3D.PatchMesh.Validate" /> method to fail.</summary>
<summary>Retrieves the default effect parameters managed by the current <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</summary>
<returns>Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> instances that represent the default effect parameters managed by the <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</returns>
<summary>Sets the default effect parameters managed by the current <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</summary>
<param name="value">Array of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> instances that represent the default effect parameters managed by the <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<summary>Unused. This member is always set to 0 by <see cref="M:Microsoft.DirectX.Direct3D.BaseEffect.GetFunctionDescription(Microsoft.DirectX.Direct3D.EffectHandle)" />.</summary>
<summary>Specifies whether the index and vertex buffers of the mesh should be created with <see cref="F:Microsoft.DirectX.Direct3D.Usage.Usage.NPatches" />.</summary>
<summary>Specifies whether <see cref="F:Microsoft.DirectX.Direct3D.Usage.Usage.SoftwareProcessing" /> should be used for vertex and index buffers.</summary>
<summary>Retrieves the parameter class, which is one of the values in the <see cref="T:Microsoft.DirectX.Direct3D.ParameterClass" /> enumeration.</summary>
<summary>Retrieves the parameter type, which is one of the values in the <see cref="T:Microsoft.DirectX.Direct3D.ParameterType" /> enumeration.</summary>
<summary>Retrieves or sets a value from the <see cref="T:Microsoft.DirectX.Direct3D.RegisterSet" /> enumeration that specifies the shader register data type.</summary>
<summary>Retrieves or sets one or more values from the <see cref="T:Microsoft.DirectX.Direct3D.ShaderFlags" /> enumeration that specify the compiler flags used to build the shader.</summary>
<summary>Loads skin information and mesh data from a Microsoft® Direct3D® .x file data object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the Microsoft® DirectX® file data object to load.</param>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specifies creation options for the mesh.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> objects loaded from the .x file data object.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.SkinMesh" /> structure that contains the skin and mesh data from the .x file object.</returns>
<summary>Loads skin information and mesh data from a Microsoft® Direct3D® .x file data object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the Microsoft® DirectX® file data object to load.</param>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specifies creation options for the mesh.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object representing an array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.SkinMesh" /> structure that contains the skin and mesh data from the .x file object.</returns>
<summary>Loads skin information and mesh data from a Microsoft® Direct3D® .x file data object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the Microsoft® DirectX® file data object to load.</param>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specifies creation options for the mesh.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object representing an array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> objects loaded from the .x file data object.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.SkinMesh" /> structure that contains the skin and mesh data from the .x file object.</returns>
<summary>Loads skin information and mesh data from a Microsoft® Direct3D® .x file data object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the Microsoft® DirectX® file data object to load.</param>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specifies creation options for the mesh.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object representing an array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.SkinMesh" /> structure that contains the skin and mesh data from the .x file object.</returns>
<summary>Loads skin information and mesh data from a Microsoft® Direct3D® .x file data object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the Microsoft® DirectX® file data object to load.</param>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specifies creation options for the mesh.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.SkinMesh" /> structure that contains the skin and mesh data from the .x file object.</returns>
<summary>Loads skin information and mesh data from a Microsoft® Direct3D® .x file data object.</summary>
<param name="xofObjMesh">An <see cref="T:Microsoft.DirectX.Direct3D.XFileData" /> object that represents the Microsoft® DirectX® file data object to load.</param>
<param name="options">A <see cref="T:Microsoft.DirectX.Direct3D.MeshFlags" /> enumeration that specifies creation options for the mesh.</param>
<param name="device">A <see cref="T:Microsoft.DirectX.Direct3D.Device" /> object associated with the mesh.</param>
<param name="adjacency">A <see cref="T:Microsoft.DirectX.GraphicsStream" /> object representing an array of three <see cref="T:System.Int32" /> values per face that specify the three neighbors for each face in the mesh.</param>
<param name="materials">Array of <see cref="T:Microsoft.DirectX.Direct3D.ExtendedMaterial" /> objects loaded from the .x file data object.</param>
<param name="effects">An array of <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" /> structures, where each structure contains a set of <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> structures. Each <see cref="T:Microsoft.DirectX.Direct3D.EffectDefault" /> represents an attribute group in the returned mesh. The data in these structures represent a particular instance of state information used to initialize an effect. For more information, see <see cref="T:Microsoft.DirectX.Direct3D.EffectInstance" />.</param>
<returns>A <see cref="T:Microsoft.DirectX.Direct3D.SkinMesh" /> structure that contains the skin and mesh data from the .x file object.</returns>
<summary>Retrieves or sets the allowable tolerance value of a binormal, or the cross product of the tangent and normal vectors, to compare between vertices.</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>
<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>