Defines supported usage types for the current resource.
This enumeration has a FlagsAttribute attribute that allows a bitwise combination of its member values.Namespace: Microsoft.WindowsMobile.DirectX.Direct3D
Assembly: Microsoft.WindowsMobile.DirectX (in Microsoft.WindowsMobile.DirectX.dll)
|Specifies no usage type for the current resource.|
|Specifies that the resource will be a render target.|
|Indicates that the resource can be used as a texture.|
|Indicates that the resource is lockable.|
|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 is not specified, the vertex buffer is made static.|
|Indicates that the vertex buffer content will never require clipping. When rendering with buffers that have this flag set, the Clipping property for a RenderStateManager must be set to false.|
|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.|
Windows CE, Windows Mobile for Smartphone, Windows Mobile for Pocket PC
The .NET Framework and .NET Compact Framework do not support all versions of every platform. For a list of the supported versions, see .NET Framework System Requirements.