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- Object to associate with the vertex buffer. 与顶点缓冲区关联的。
- Offset in the vertex buffer to set. 要设置的顶点缓冲区中的偏移量。
- Binds a vertex buffer to a device data stream. 将顶点缓冲区绑定到设备数据流。
- Gets a vertex buffer bound to the specified data stream. 获取绑定到指定数据流的顶点缓冲区。
- Locks a range of vertex data and obtains the vertex buffer memory. 锁定某一范围的顶点数据,并获取顶点缓冲区内存。
- Locks a range of vertex data and returns the vertex buffer memory. 锁定某一范围的顶点数据,并返回顶点缓冲区内存。
- Retrieves or sets the resource type of a vertex buffer. 检索或设置顶点缓冲区的资源类型。
- Helper method used when creating the sprite vertex buffer. 创建怪物顶点缓冲的辅助函数。
- Method that disposes of the texture and the vertex buffer used by the sprite. 销毁被怪物使用的材质贴图与顶点缓冲。
- The vertex buffer with the vertices of the sprite. 怪物的顶点集的顶点缓冲器。
- Enumeration should be used for vertex buffers. 用于顶点缓冲区。
- Forces the cloned meshes to share vertex buffers. 强制克隆的网格共享顶点缓冲区。
- Gets a value indicating whether the device supports a vertex buffer in the system memory pool. 获取一个值,该值指示设备是否支持系统内存池中的顶点缓冲区。
- Gets a value indicating whether the device supports a vertex buffer in the video memory pool. 获取一个值,该值指示设备是否支持视频内存池中的顶点缓冲区。
- The correct number of vertices is read out of the vertex buffer. 开始,从顶点缓冲区中读取正确数量的顶点。
- Class; the destination vertex buffer that represents the stream of interleaved vertex data. 类,该类是表示插入顶点数据流的目标顶点缓冲区。
- The input layout from step 1. As said before, this describes how the IA will interpret the data in the vertex buffer. 从步骤1中创建的输入层次。前面说过,这描述了IA如何读取顶点缓存中的数据。
- A flexible format description is a code that describes the layout of data in a vertex buffer. 弹性格式说明是描述数据在顶点缓冲区中的布局的代码。
- Retrieves or sets a value that describes the surface format of the vertex buffer data. 检索或设置一个值,该值描述顶点缓冲区数据的图面格式。
- Since this example uses a single vertex buffer, each element is the data stored for a single vertex. 因为这个例子使用一个简单的顶点缓存,每个元素都被存储为一个顶点。