Important:
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 This content is outdated and is no longer being maintained.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.
A version of this page is also available for
4/8/2010

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

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

See Also