Using Direct3D Mobile Resources
A version of this page is also available for
4/8/2010
A resource is the term used in Microsoft® Direct3D® Mobile for the textures and buffers that are used to render a scene. This includes texture maps, index and vertex buffers, and image surfaces. Direct3D Mobile applications need to create, copy, load, and use resources. In general, resources are objects that encapsulate some sort of data buffer.
The D3DMRESOURCETYPE enumeration sets some basic classifications for Direct3D Mobile resources.
Each type of resource has an associated structure for describing objects of that resource type. The following list shows the resource structures available in Direct3D Mobile.
The following list shows the subset of members common to all of these resource structures:
- Format
- Type
- Usage
- Pool
- Size
This common set of members is arranged in a consistent way to allow you to extract their data in a type-independent way. To retrieve information for a resource call the GetDesc method in that resource's interface, passing in the appropriate argument type.
The following topics provide additional information about using Direct3D Mobile resources.
- Creating Direct3D Mobile Resources
- Locking Direct3D Mobile Resources
- Memory Pools in Direct3D Mobile
- Creating Texture Maps in Direct3D Mobile