Important: |
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The following table shows values that are used in the DevCapsmember of the D3DMCAPSstructure to describe some general details about the nature of the device.
Value | Description |
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D3DMDEVCAPS_CANRENDERDURINGPRESENT |
The device is capable of rendering to a back buffer while waiting for vertical blank to present. In essence, this bit indicates that the device will handle triple buffering correctly. |
D3DMDEVCAPS_HWCURSOR |
The device supports its cursor in hardware. |
D3DMDEVCAPS_HWRASTERIZATION |
The device implements rasterization in dedicated hardware. |
D3DMDEVCAPS_HWTRANSFORMANDLIGHT |
The device implements transformation and lighting in dedicated hardware. |
D3DMDEVCAPS_NATIVEFLOAT |
This conveys that the driver prefers to receive data as floating point. The device converts fixed point data to floating point for internal processing. If this bit is cleared, then it implies that the device converts floating point data to fixed point for internal processing. |
D3DMDEVCAPS_SPECULAR |
This device supports specular lighting. This functionality is associated with the D3DMRS_SPECULARENABLE render state (see D3DMRENDERSTATETYPE). |
D3DMDEVCAPS_TEXTURE |
The device supports texture mapping. Many additional capability bits and D3DMCAPSmembers describe the supported number of stages and texture operations. |
Requirements
Header | d3dmcaps.h |
Windows Embedded CE | Windows CE 5.0 and later |
Windows Mobile | Windows Mobile Version 5.0 and later |