• Legal Information
  • ▶Introducing DirectX 5
  • ▶DirectX Foundation
  • ▼DirectX Media
    • ▶DirectPlay
    • ▼Direct3D Retained-Mode
      • ▼Direct3D Retained-Mode Overview
        • About Retained Mode
        • ▶Getting Started
        • ▼Direct3D Retained-Mode Architecture
          • Direct3D Retained-Mode Architecture
          • Objects and Interfaces
          • Objects and Reference Counting
          • Z Buffers in Retained-Mode
          • IDirect3DRM and IDirect3DRM2 Interfaces
          • IDirect3DRMAnimation and IDirect3DRMAnimationSet Interfaces
          • ▶IDirect3DRMDevice, IDirect3DRMDevice2, and IDirect3DRMDeviceArray Interfaces
          • ▶IDirect3DRMFrame, IDirect3DRMFrame2, and IDirect3DRMFrameArray Interfaces
          • ▶IDirect3DRMInterpolator Interface
          • ▶IDirect3DRMLight and IDirect3DRMLightArray Interfaces
          • ▼IDirect3DRMTexture and IDirect3DRMTexture2 Interfaces
            • IDirect3DRMTexture and IDirect3DRMTexture2 Interfaces
            • Decals
            • Texture Colors
            • Mipmaps
            • Texture Filtering
            • Texture Transparency
            • Texture Format Selection Rules
            • IDirect3DRMUserVisual Interface
          • ▶IDirect3DRMViewport and IDirect3DRMViewportArray Interface
          • ▶IDirect3DRMWrap Interface
        • ▶Direct3D Retained-Mode Tutorial
      • ▶Direct3D Retained Mode: Reference
      • ▶DirectX File Format