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4/8/2010

This enumeration lists the types of Direct3D Mobile-specific resources available to an application. In general, resources are objects that encapsulate some sort of data buffer.

Syntax

typedef enum _D3DMRESOURCETYPE {
  D3DMRTYPE_SURFACE	= 1,
  D3DMRTYPE_TEXTURE	= 3,
  D3DMRTYPE_VERTEXBUFFER = 6,
  D3DMRTYPE_INDEXBUFFER  = 7,
  D3DMRTYPE_FORCE_ULONG  = 0x7fffffff
} D3DMRESOURCETYPE;

Elements

D3DMRTYPE_SURFACE

The resource is a surface. A surface is a two-dimensional pixel buffer. This category includes image surfaces, the front, back, and depth buffers, and the individual levels of texture maps. For more information, see Surfaces.

D3DMRTYPE_TEXTURE

The resource is a texture map. Direct3D Mobile texture maps are always mipmaps. The texture has some number of levels, which could be 1, where all but one of the levels are down-sampled versions of the top, or largest, level. Each individual level can be treated as a surface. For more information, see Textures.

D3DMRTYPE_VERTEXBUFFER

The resource is a vertex buffer. Vertex buffers are one-dimensional arrays of data that describe vertices. The data for each individual vertex is not directly related to any other vertex in the same vertex buffer other than sharing the same flexible vertex format (FVF) type. For more information, see Vertex Buffers.

D3DMRTYPE_INDEXBUFFER

The resource is an index buffer. Index buffers are one-dimensional arrays of integer offsets into the current vertex buffer. Using indices allows primitives to reuse a vertex when they share it, rather than having that vertex appear in the vertex buffer twice. For more information, see Index Buffers.

D3DMRTYPE_FORCE_ULONG

Forces the compiler to interpret the enumeration as a ULONG value. This value is not used directly in Direct3D Mobile programming.

Requirements

Header d3dmtypes.h
Windows Embedded CE Windows CE 5.0 and later
Windows Mobile Windows Mobile Version 5.0 and later

See Also