| Class/Type | Action Taken | Breaking | Workaround/Benefit |
| ResourceUsage | Removed | Yes | Methods that take ResourceUsage now take BufferUsage or TextureUsage. See below for methods that have been changed.
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| DisplayMode.AspectRatio | Added | No | Can be used to retrieve the aspect ratio of a DisplayMode, useful in Xbox 360 programming. |
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DynamicVertexBuffer and DynamicIndexBuffer
| Added | No |
Can be used for vertex and index buffers that you expect will be changed continuously. See Dynamic Vertex Buffers in XNA. Note that you must hook and respond to the DynamicVertexBuffer.ContentLost and DynamicIndexBuffer.ContentLost if you choose to use dynamic vertex and index buffers.
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| VertexBuffer.SetData and IndexBuffer.SetData | Changed | Yes | Does not take a SetDataOptions parameter. Dynamic vertex and index buffer setting can be accomplished using DynamicVertexBuffer and DynamicIndexBuffer objects. |
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VertexBuffer.ResourceUsage and IndexBuffer.ResourceUsage
| Changed | Yes |
Replaced with VertexBuffer.BufferUsage and IndexBuffer.BufferUsage
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VertexBuffer.ResourceManagementMode and IndexBuffer.ResourceManagementMode
| Removed | Yes |
Resource management in non-dynamic vertex and index buffers is automatically handled.
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| Effect.Lost and Effect.Reset events | Removed | Yes | Effects will now handle device reset and lost events automatically. |
| GraphicsAdapter.IsWideScreen | Added | No | Can be used to determine if the adapter is displaying in wide screen mode. Useful for Xbox 360 programming. |
| GraphicsAdapter.CheckDeviceFormat | Changed | Yes | Now takes a TextureUsage parameter instead of a ResourceUsage parameter. |
| GraphicsDevice.Reset | Added overload | No | You can now call Reset with a new GraphicsAdapter, useful in multi-monitor scenarios. |
| GraphicsDevice.ResolveBackBuffer | Changed | Yes |
Now takes a ResolveTexture2D instead of a Texture2D. ResolveTexture2D is a type of Texture2D that is configured to hold render target data.
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| GraphicsDeviceCapabilities.NumberSimultaneousRenderTargets | Renamed | No |
Renamed to MaxSimultaneousRenderTargets.
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| PrimitiveCaps.SupportsClipPlaneScaledPoints, PrimitiveCaps.SupportsPerStageConstant, PrimitiveCaps.SupportsTextureStageStateArgumentTemp | Removed | Yes |
Removed, as these are fixed-function pipeline-related capabilities flags and are unsupported in programmable-pipeline primitives.
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| GraphicsDeviceCreationParameters.CreationOptions | Removed | Yes |
Removed, as it is no longer necessary to manually recreate a device.
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| OcclusionQuery | Added | No |
Can be used in draw testing using occlusion queries, which test whether pixels from draw calls were actually rendered to the screen. See OcclusionQuery for an example.
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RenderTarget.RenderTargetUsage
| Added | No |
Can be used to control whether render target contents are preserved or discarded each frame.
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RenderTarget.ResourceManagementMode
| Removed | Yes |
Removed, it is no longer necessary to manually manage resources of a RenderTarget.
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ResolveTexture2D
| Added | Yes |
Can be used to hold the contents of a RenderTarget. You will only need to construct this manually when calling GraphicsDevice.ResolveBackBuffer.
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Texture2D, Texture3D, TextureCube constructors
| Changed | Yes |
Now takes TextureUsage instead of ResourceUsage.
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Viewport.AspectRatio
| Added | No |
Can be used to retrieve the aspect ratio of a Viewport, useful in setting up projection matrices.
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