Classes | |
| class | ErrorList |
| C++ exception class representing D3D errors. More... | |
| class | Device |
| Rendering device which maintains render states, resources such as vertex buffers, textures and shaders, and is able to draw primitives. More... | |
| class | VertexFormat |
| Holds vertex data format description (VertexDeclaration in D3D language). More... | |
| struct | VertexFormat::Element |
| Vertex format element descriptor. More... | |
| class | VertexBuffer |
| Vertex buffer holding array of verices in videomemory (for possbily better alternative see D3D9::VertexArray). More... | |
| class | VertexBuffer::LockedArea |
| Locked area of vertex buffer used to access the vertices. More... | |
| class | IndexBuffer |
| Index buffer. More... | |
| class | IndexBuffer::LockedArea |
| Locked area of index buffer used to access the indices. More... | |
| class | VertexArray |
| VertexArray can be thought as improved version of D3D9::VertexBuffer, with vertex format fixed at compile time, with more strict compile-time type checking. More... | |
| class | VertexArray::LockedArea |
| Locked area of vertex array used to access the vertices. More... | |
| class | IndexArray |
| IndexArray may be taken as "improved", type-safe version of D3D9::IndexBuffer. More... | |
| class | IndexArray::LockedArea |
| Locked area of index array used to access the indices. More... | |
| class | VertexShader |
| Vertex shader routine. More... | |
| class | PixelShader |
| Pixel shader routine. More... | |
| class | ShaderAssembly |
| This is base class for hierarchy of shader compilers. More... | |
| class | ShaderAssembly_ASM |
| Reads and assembles shader file written in DirectX-specific 'ASM' language, and stores the intermediate representation (binary code buffer). More... | |
| class | ShaderAssembly_HLSL |
| Reads and compiles shader file written in HLSL (C-like) language, and stores the intermediate representation (binary code buffer). More... | |
| struct | Point |
| 2D Point (based on DirectX POINT struct) More... | |
| struct | Rect |
| 2D Rectangular region (based on DirectX RECT struct) More... | |
| class | Texture |
| Texture -- sequence of Surfaces, usually each representing single mipmap level of the texture. More... | |
| class | NullTexture |
| Special "NULL" texture, which means no texture at all. More... | |
| class | RenderTargetTexture |
| Special texture suited to work as target for rendering. More... | |
| class | DepthStencilTexture |
| Special texture suited to work as depth and stencil (combined) buffer. More... | |
| class | Surface |
| Flat rectangular bitmapped surface. More... | |
| class | Surface::LockedRect |
| Locked rectangular area on a bitmapped surface, so the surface bits may be accessed. More... | |
| class | TextureMipmapSurface |
| Surface representing single mipmap level of a texture. More... | |
| class | RenderTargetSurface |
| Surface representing render target. More... | |
| class | FixedVertexShader |
| Special "Fixed function" vertex shader. More... | |
| struct | FixedVertexShader::Material |
| This class represents set of legacy D3D "material" properties. More... | |
| struct | FixedVertexShader::Light |
| This class represent set of legacy D3D "hardware light" properties. More... | |
| class | FixedPixelShader |
| Special "Fixed function" pixel shader. More... | |
Reason for these is to provide very clean and consistent interface to most common D3D functionality, but employ C++ type and exception safety advantages.
1.3.6