[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [R] [S] [T] [U] [V] [W] ranks parameter buffers locking rasterization depth buffers and 2nd 3rd 4th 5th reference rasterizer ReadOnly flag buffers locking real light real-time movement games Receive event reference rasterizer references loading to project render targets 2nd 3rd rendering environment maps 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th fixed-function pipeline and 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th full-screen device 2nd 3rd 4th 5th DirectDraw 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th meshes animated 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th containers 2nd 3rd programmable pipeline 2nd 3rd 4th split meshes primitive types listing shader programs techniques 2nd 3rd 4th sprites 2nd 3rd 4th 5th 6th 7th text texture to surfaces 2nd 3rd 4th 5th 6th vertex buffers and 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th renderWindow argument resets, device automatic during resize 2nd resize device rests automatic 2nd Resource class 2nd 3rd methods properties resources lifetimes texture resources 2nd 3rd RotationAxis function |