Member |
Value |
Description |
None |
0 |
Specifies no usage type for the current resource. |
QueryWrapAndMip |
2097152 |
Queries the resource to verify support for texture wrapping and mip-mapping. |
QueryVertexTexture |
1048576 |
Queries the resource to verify support for vertex shader texture sampling. |
QueryPostPixelShaderBlending |
524288 |
Queries the resource to verify support for post pixel shader blending. If Manager.CheckDeviceFormat fails with QueryPostPixelShaderBlending, post pixel blending operations are not supported. These operations include alpha test, pixel fog, render-target blending, color write enable, and dither. |
QuerySrgbWrite |
262144 |
Queries the resource to determine whether a texture supports gamma correction during a write operation. |
QueryFilter |
131072 |
Queries the resource format to determine whether it supports texture filter types other than Point (which is always supported). |
QuerySrgbRead |
65536 |
Queries the resource to determine whether a texture supports gamma correction during a read operation. |
QueryLegacyBumpMap |
32768 |
Queries the resource about a legacy bump map. |
QueryDisplacementMap |
16384 |
Queries the resource to determine whether it will be a displacement map. |
AutoGenerateMipMap |
1024 |
Specifies that the resource automatically generate mipmaps. Automatic mipmap generation is not supported for volume textures and depth stencil surfaces/textures. This usage is not valid for resources in system memory (SystemMemory). |
Dynamic |
512 |
Indicates that the vertex buffer requires dynamic memory use, which is useful for drivers because it enables them to determine where to place the buffer. In general, static vertex buffers are placed in video memory and dynamic vertex buffers are placed in accelerated graphics port (AGP) memory. Note that there is no separate static use. If Dynamic is not specified, the vertex buffer is made static. |
NPatches |
256 |
Indicates when the vertex buffer will be used for drawing N-patches. |
RTPatches |
128 |
Indicates when the vertex buffer will be used for drawing high-order primitives. |
Points |
64 |
Indicates when the vertex buffer will be used for drawing points. |
DoNotClip |
32 |
Indicates that the vertex buffer content will never require clipping. When rendering with buffers that have this flag set, the RenderStateManager.Clipping property must be set to false. |
SoftwareProcessing |
16 |
Specifies that vertex processing be done in software. If this flag is not used, vertex processing is done in hardware. SoftwareProcessing is used with Manager.CheckDeviceFormat to determine whether a particular texture format can be used as a vertex texture during software vertex processing. If it can, the texture must be created with Scratch. |
WriteOnly |
8 |
Informs the system that the application writes only to the vertex buffer. Using this flag enables the driver to choose the best memory location, which results in efficient write operations and rendering. Attempts to read from a vertex buffer created with this capability will fail. Buffers that are created with Default and that do not specify WriteOnly might experience significant drops in performance. |
DepthStencil |
2 |
Specifies that the resource will be a depth stencil buffer. DepthStencil can be used only with Default. |
RenderTarget |
1 |
Specifies that the resource will be a render target. RenderTarget can be used only with Default. |