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This is retired content. This content is outdated and is no longer being maintained. It is provided as a courtesy for individuals who are still using these technologies. This content may contain URLs that were valid when originally published, but now link to sites or pages that no longer exist. |
The implementations for the Microsoft® Direct3D® Mobile interfaces support most, but not all, of the conventions of the component object model (COM). For more information, see Direct3D Mobile and COM.
The following table shows the interfaces supported by Direct3D Mobile.
Interface | Description |
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Used to manipulate the main Direct3D Mobile object and set up the Direct3D Mobile environment. |
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Used as a base interface for working with texture map objects. |
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Used to manipulate the Direct3D Mobile Device object. This corresponds directly to interacting with the display driver. |
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The primary interface for working with index buffers. |
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The base interface for working with resource objects such as texture maps, vertex buffers, and index buffers. |
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Used to work with any object that has a height, width, pixel format, and a buffer associated with it, such as front and back buffers, the depth buffer, and individual texture map levels. |
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Used to manipulate swap chains that are outside of the primary swap chain that is implicitly created when the Direct3D Mobile device is created. |
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The primary interface for working with texture map objects in Direct3D Mobile. |
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The primary interface for working with vertex buffers. |