Direct3D Mobile Macros
A version of this page is also available for
4/8/2010
This section contains information about the macros used with Microsoft® Direct3D® Mobile.
The following table shows these macros.
Macro | Description |
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Values for general use within Direct3D Mobile. |
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This macro is used to creating render state values. |
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Values to represent the types of Direct3D Mobile devices present on the Windows Embedded CE-based device. |
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Flags that identify options for clearing various types of surfaces. |
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Converts unsigned 8-bit-per-channel color values to a D3DMCOLOR value. |
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Converts unsigned 8-bit-per-channel color values to a D3DMCOLOR value. |
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Converts unsigned 8-bit-per-channel color values to a D3DMCOLOR value. |
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Flags used as values for the D3DMRS_COLORWRITEENABLE render state (see D3DMRENDERSTATETYPE) to identify color channels during pixel write operations in the rendering pipeline. |
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A flag used in calls to IDirect3DMobile::CreateDevice to identify that a Direct3D Mobile device can support multithreaded behavior. |
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Values used to describe clipping planes in the D3DMCLIPSTATUS structure. |
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A value used identify the current mode when calling IDirect3DMobile methods that enumerate properties or retrieve capability bits. |
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HRESULT values that the Direct3D Mobile middleware returns when it encounters errors. |
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Macros related to creating and interpreting flexible vertex format (FVF) values (see Vertex Data Description). |
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Sets the numerical format of a specified texture coordinate set in a flexible vertex format (FVF) to be signed 16.16 floating point values. |
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Sets the numerical format of a specified texture coordinate set in a flexible vertex format (FVF) to be IEEE 32-bit floating point values. |
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These macros help specify the number of dimensions of a texture coordinate set when constructing flexible vertex format (FVF) values. |
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Flags that describe the characteristics of a lock placed on a Direct3D Mobile resource. |
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A flag that is used to indicate that a back buffer is lockable. |
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Flags used in calls to the IDirect3DMobileDevice::ProcessVertices method. |
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A value that helps convert a texture stage number to the wrapping render state for that stage. |
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These macros define texture argument flags. |
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Flags used with the D3DMTSS_TEXCOORDINDEX texture stage state to specify that vertex position and vertex normal data in the camera space should be taken as texture coordinates. |
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Flags indicating how an application intends to use a surface. |
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Flags that are used to construct the D3DMRS_WRAP0, D3DMRS_WRAP1, D3DMRS_WRAP2, and D3DMRS_WRAP3 render states (see D3DMRENDERSTATETYPE). |
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Provides links to the categories of capability bits used with Microsoft® Direct3D® Mobile. |
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Used to obtain pointers to Direct3D Mobile interfaces. |
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Used to create Direct3D Mobile error codes. |
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The value representing the maximum string length, in bytes, of a device identifier. |