DX11 GET ANIMATION FROM OBJECT=dx11\Animation\DX11 GET ANIMATION FROM OBJECT.htm=(obj, animId)
DX11 GET OBJECT ANIMATION COUNT=dx11\Animation\DX11 GET OBJECT ANIMATION COUNT.htm=(obj)
DX11 OBJECT HAS ANIMATIONS=dx11\Animation\DX11 OBJECT HAS ANIMATIONS.htm=(obj)
DX11 EXTRACT ANIMATION=dx11\Animation\DX11 EXTRACT ANIMATION.htm=(anim, startFrame, lastFrame, name)
DX11 CLONE ANIMATION=dx11\Animation\DX11 CLONE ANIMATION.htm=(sourceAnim)
DX11 DELETE ANIMATION=dx11\Animation\DX11 DELETE ANIMATION.htm=anim
DX11 ANIMATION EXISTS=dx11\Animation\DX11 ANIMATION EXISTS.htm=(animation)
DX11 IS ANIMATION PLAYING=dx11\Animation\DX11 IS ANIMATION PLAYING.htm=(anim)
DX11 IS ANIMATION LOOPING=dx11\Animation\DX11 IS ANIMATION LOOPING.htm=(anim)
DX11 IS ANIMATION REVERSED=dx11\Animation\DX11 IS ANIMATION REVERSED.htm=(anim)
DX11 REVERSE ANIMATION=dx11\Animation\DX11 REVERSE ANIMATION.htm=anim, [reverse]
DX11 SET ANIMATION FRAMES PER SECOND=dx11\Animation\DX11 SET ANIMATION FRAMES PER SECOND.htm=anim, fps
DX11 GET ANIMATION FRAMES PER SECOND=dx11\Animation\DX11 GET ANIMATION FRAMES PER SECOND.htm=(anim)
DX11 GET ANIMATION NAME=dx11\Animation\DX11 GET ANIMATION NAME.htm=(anim)
DX11 GET ANIMATION FRAME COUNT=dx11\Animation\DX11 GET ANIMATION FRAME COUNT.htm=(anim)
DX11 SET ANIMATION FRAME=dx11\Animation\DX11 SET ANIMATION FRAME.htm=anim, frame
DX11 GET ANIMATION FRAME=dx11\Animation\DX11 GET ANIMATION FRAME.htm=(anim)
DX11 SET OBJECT ANIMATION=dx11\Animation\DX11 SET OBJECT ANIMATION.htm=obj, anim, loop, [transitionTime], [limb], [ignoreChildren]
DX11 PLAY OBJECT ANIMATION=dx11\Animation\DX11 PLAY OBJECT ANIMATION.htm=obj, loop, [limb], [ignoreChildren], [firstFrame], [lastFrame], [initialFrame]
DX11 STOP OBJECT ANIMATION=dx11\Animation\DX11 STOP OBJECT ANIMATION.htm=obj, [limb], [ignoreChildren]
DX11 RESUME OBJECT ANIMATION=dx11\Animation\DX11 RESUME OBJECT ANIMATION.htm=obj, [limb], [ignoreChildren]
DX11 CREATE BLEND STATE=dx11\BlendState\DX11 CREATE BLEND STATE.htm=(renderTargetCount)
DX11 DELETE BLEND STATE=dx11\BlendState\DX11 DELETE BLEND STATE.htm=blendState
DX11 BLEND STATE EXISTS=dx11\BlendState\DX11 BLEND STATE EXISTS.htm=(blendstate)
DX11 ENABLE BLEND STATE ALPHA COVERAGE=dx11\BlendState\DX11 ENABLE BLEND STATE ALPHA COVERAGE.htm=blendState, enable
DX11 SET BLEND STATE MULTIPLE RENDER TARGETS=dx11\BlendState\DX11 SET BLEND STATE MULTIPLE RENDER TARGETS.htm=blendState, useMultipleRT
DX11 ENABLE BLENDING=dx11\BlendState\DX11 ENABLE BLENDING.htm=blendState, enable, [renderTarget]
DX11 SET SOURCE BLEND=dx11\BlendState\DX11 SET SOURCE BLEND.htm=blendState, srcBlend, [renderTarget]
DX11 SET DESTINATION BLEND=dx11\BlendState\DX11 SET DESTINATION BLEND.htm=blendState, destBlend, [renderTarget]
DX11 SET SOURCE BLEND ALPHA=dx11\BlendState\DX11 SET SOURCE BLEND ALPHA.htm=blendState, srcBlendAlpha, [renderTarget]
DX11 SET DESTINATION BLEND ALPHA=dx11\BlendState\DX11 SET DESTINATION BLEND ALPHA.htm=blendState, destBlendAlpha, [renderTarget]
DX11 SET BLEND OPERATION=dx11\BlendState\DX11 SET BLEND OPERATION.htm=blendState, op, [renderTarget]
DX11 SET BLEND OPERATION ALPHA=dx11\BlendState\DX11 SET BLEND OPERATION ALPHA.htm=blendState, op, [renderTarget]
DX11 SET BLEND STATE COLOUR WRITE MASK=dx11\BlendState\DX11 SET BLEND STATE COLOUR WRITE MASK.htm=blendState, colourWriteMask, [renderTarget]
DX11 SET BLEND FACTOR=dx11\BlendState\DX11 SET BLEND FACTOR.htm=blendState, redFactor, greenFactor, blueFactor, alphaFactor
DX11 CREATE CAMERA=dx11\Camera\DX11 CREATE CAMERA.htm=([near], [far], [fov], [aspectRatio])
DX11 CREATE ORTHO CAMERA=dx11\Camera\DX11 CREATE ORTHO CAMERA.htm=(left, right, top, bottom, near, far)
DX11 GET MAIN CAMERA=dx11\Camera\DX11 GET MAIN CAMERA.htm=(*no parameters*)

DX11 DELETE CAMERA=dx11\Camera\DX11 DELETE CAMERA.htm=camera
DX11 CAMERA EXISTS=dx11\Camera\DX11 CAMERA EXISTS.htm=(camera)
DX11 SET CAMERA FOV=dx11\Camera\DX11 SET CAMERA FOV.htm=camera, fov
DX11 GET CAMERA FOV=dx11\Camera\DX11 GET CAMERA FOV.htm=(camera)
DX11 SET CAMERA ASPECT RATIO=dx11\Camera\DX11 SET CAMERA ASPECT RATIO.htm=camera, aspect
DX11 GET CAMERA ASPECT RATIO=dx11\Camera\DX11 GET CAMERA ASPECT RATIO.htm=(camera)
DX11 SET CAMERA RANGE=dx11\Camera\DX11 SET CAMERA RANGE.htm=camera, near, far
DX11 GET CAMERA NEAR RANGE=dx11\Camera\DX11 GET CAMERA NEAR RANGE.htm=(camera)
DX11 GET CAMERA FAR RANGE=dx11\Camera\DX11 GET CAMERA FAR RANGE.htm=(camera)
DX11 SET CAMERA ENABLE SPRITES=dx11\Camera\DX11 SET CAMERA ENABLE SPRITES.htm=camera, enable
DX11 SET CAMERA ENABLE DRAWABLES=dx11\Camera\DX11 SET CAMERA ENABLE DRAWABLES.htm=camera, enable
DX11 SET CAMERA ENABLE 3DLINES=dx11\Camera\DX11 SET CAMERA ENABLE 3DLINES.htm=camera, enable
DX11 SET CAMERA RENDER TARGET=dx11\Camera\DX11 SET CAMERA RENDER TARGET.htm=camera, rtImage, [arrayIndex], [stage]
DX11 SET NEW CAMERA RENDER TARGET=dx11\Camera\DX11 SET NEW CAMERA RENDER TARGET.htm=(camera, width, height, [id], [format])
DX11 GET CAMERA RENDER TARGET=dx11\Camera\DX11 GET CAMERA RENDER TARGET.htm=(camera, [id])
DX11 RELEASE CAMERA RENDER TARGET=dx11\Camera\DX11 RELEASE CAMERA RENDER TARGET.htm=camera, [id]
DX11 SET CAMERA DEPTH STENCIL BUFFER=dx11\Camera\DX11 SET CAMERA DEPTH STENCIL BUFFER.htm=camera, depthStencilBuf, [arrayIndex]
DX11 GET CAMERA DEPTH STENCIL BUFFER=dx11\Camera\DX11 GET CAMERA DEPTH STENCIL BUFFER.htm=(camera)
DX11 SET CAMERA BACKDROP=dx11\Camera\DX11 SET CAMERA BACKDROP.htm=camera, colour, [id]
DX11 SET CAMERA RWIMAGE=dx11\Camera\DX11 SET CAMERA RWIMAGE.htm=camera, image, [stage]
DX11 SET CAMERA RWBUFFER=dx11\Camera\DX11 SET CAMERA RWBUFFER.htm=camera, buffer, [stage]
DX11 SET CAMERA APPEND CONSUME BUFFER=dx11\Camera\DX11 SET CAMERA APPEND CONSUME BUFFER.htm=camera, buffer, [stage]
DX11 GET CAMERA ID=dx11\Camera\DX11 GET CAMERA ID.htm=(camera)
DX11 RENDER CAMERA=dx11\Camera\DX11 RENDER CAMERA.htm=camera
DX11 GET CAMERA BY ID=dx11\Camera\DX11 GET CAMERA BY ID.htm=(id)
DX11 GET CAMERA POSITION X=dx11\Camera\DX11 GET CAMERA POSITION X.htm=(camera)
DX11 GET CAMERA POSITION Y=dx11\Camera\DX11 GET CAMERA POSITION Y.htm=(camera)
DX11 GET CAMERA POSITION Z=dx11\Camera\DX11 GET CAMERA POSITION Z.htm=(camera)
DX11 GET CAMERA ANGLE X=dx11\Camera\DX11 GET CAMERA ANGLE X.htm=(camera)
DX11 GET CAMERA ANGLE Y=dx11\Camera\DX11 GET CAMERA ANGLE Y.htm=(camera)
DX11 GET CAMERA ANGLE Z=dx11\Camera\DX11 GET CAMERA ANGLE Z.htm=(camera)
DX11 SET CAMERA POSITION=dx11\Camera\DX11 SET CAMERA POSITION.htm=camera, x, y, z
DX11 APPLY CAMERA POSITION=dx11\Camera\DX11 APPLY CAMERA POSITION.htm=camera, x, y, z
DX11 SET CAMERA ANGLE=dx11\Camera\DX11 SET CAMERA ANGLE.htm=camera, x, y, z
DX11 APPLY CAMERA ANGLE=dx11\Camera\DX11 APPLY CAMERA ANGLE.htm=camera, x, y, z
DX11 SET CAMERA LOOKAT=dx11\Camera\DX11 SET CAMERA LOOKAT.htm=camera, x, y, z
DX11 MOVE CAMERA=dx11\Camera\DX11 MOVE CAMERA.htm=camera, distance
DX11 MOVE CAMERA UP=dx11\Camera\DX11 MOVE CAMERA UP.htm=camera, distance
DX11 MOVE CAMERA DOWN=dx11\Camera\DX11 MOVE CAMERA DOWN.htm=camera, distance
DX11 MOVE CAMERA LEFT=dx11\Camera\DX11 MOVE CAMERA LEFT.htm=camera, distance
DX11 MOVE CAMERA RIGHT=dx11\Camera\DX11 MOVE CAMERA RIGHT.htm=camera, distance
DX11 TURN CAMERA LEFT=dx11\Camera\DX11 TURN CAMERA LEFT.htm=camera, angle
DX11 TURN CAMERA RIGHT=dx11\Camera\DX11 TURN CAMERA RIGHT.htm=camera, angle
DX11 PITCH CAMERA UP=dx11\Camera\DX11 PITCH CAMERA UP.htm=camera, angle
DX11 PITCH CAMERA DOWN=dx11\Camera\DX11 PITCH CAMERA DOWN.htm=camera, angle
DX11 ROLL CAMERA LEFT=dx11\Camera\DX11 ROLL CAMERA LEFT.htm=camera, angle
DX11 ROLL CAMERA RIGHT=dx11\Camera\DX11 ROLL CAMERA RIGHT.htm=camera, angle
DX11 SET CAMERA TO OBJECT ORIENTATION=dx11\Camera\DX11 SET CAMERA TO OBJECT ORIENTATION.htm=camera, object
DX11 SET CAMERA TO LIMB ORIENTATION=dx11\Camera\DX11 SET CAMERA TO LIMB ORIENTATION.htm=camera, limb
DX11 SET CAMERA TO CAMERA ORIENTATION=dx11\Camera\DX11 SET CAMERA TO CAMERA ORIENTATION.htm=target, source
DX11 GET CAMERA FORWARD VECTOR=dx11\Camera\DX11 GET CAMERA FORWARD VECTOR.htm=(camera, [resultVector])
DX11 GET CAMERA FORWARD VECTOR X=dx11\Camera\DX11 GET CAMERA FORWARD VECTOR X.htm=(camera)
DX11 GET CAMERA FORWARD VECTOR Y=dx11\Camera\DX11 GET CAMERA FORWARD VECTOR Y.htm=(camera)
DX11 GET CAMERA FORWARD VECTOR Z=dx11\Camera\DX11 GET CAMERA FORWARD VECTOR Z.htm=(camera)
DX11 GET CAMERA UP VECTOR=dx11\Camera\DX11 GET CAMERA UP VECTOR.htm=(camera, [resultVector])
DX11 GET CAMERA RIGHT VECTOR=dx11\Camera\DX11 GET CAMERA RIGHT VECTOR.htm=(camera, [resultVector])
DX11 FIX CAMERA PIVOT=dx11\Camera\DX11 FIX CAMERA PIVOT.htm=camera, [flags]
DX11 GLUE CAMERA TO CAMERA=dx11\Camera\DX11 GLUE CAMERA TO CAMERA.htm=source, target
DX11 GLUE CAMERA TO OBJECT=dx11\Camera\DX11 GLUE CAMERA TO OBJECT.htm=source, target
DX11 GLUE CAMERA TO LIMB=dx11\Camera\DX11 GLUE CAMERA TO LIMB.htm=source, target
DX11 UNGLUE CAMERA=dx11\Camera\DX11 UNGLUE CAMERA.htm=camera
DX11 FRUSTUM CULL BB=dx11\Camera\DX11 FRUSTUM CULL BB.htm=(camera, x1, y1, z1, x2, y2, z2)
DX11 GET CAMERA VIEWPORT WIDTH=dx11\Camera\DX11 GET CAMERA VIEWPORT WIDTH.htm=([camera])
DX11 GET CAMERA VIEWPORT HEIGHT=dx11\Camera\DX11 GET CAMERA VIEWPORT HEIGHT.htm=([camera])
DX11 GET CAMERA VIEWPORT X=dx11\Camera\DX11 GET CAMERA VIEWPORT X.htm=([camera])
DX11 GET CAMERA VIEWPORT Y=dx11\Camera\DX11 GET CAMERA VIEWPORT Y.htm=([camera])
DX11 SET CAMERA VIEWPORT=dx11\Camera\DX11 SET CAMERA VIEWPORT.htm=camera, x, y, width, height
DX11 SET VIEW MATRIX=dx11\Camera\DX11 SET VIEW MATRIX.htm=camera, matrix
DX11 SET PROJECTION MATRIX=dx11\Camera\DX11 SET PROJECTION MATRIX.htm=camera, matrix
DX11 GET VIEW MATRIX=dx11\Camera\DX11 GET VIEW MATRIX.htm=(camera, [matrixResult])
DX11 GET PROJECTION MATRIX=dx11\Camera\DX11 GET PROJECTION MATRIX.htm=(camera, [matrixResult])
DX11 CREATE CBUFFER=dx11\ConstantBuffer\DX11 CREATE CBUFFER.htm=(size, [createDynamic])
DX11 DELETE CBUFFER=dx11\ConstantBuffer\DX11 DELETE CBUFFER.htm=cbuffer
DX11 CBUFFER EXISTS=dx11\ConstantBuffer\DX11 CBUFFER EXISTS.htm=(cbuffer)
DX11 SET CBUFFER FLOAT=dx11\ConstantBuffer\DX11 SET CBUFFER FLOAT.htm=cbuffer, offset, data
DX11 SET CBUFFER INTEGER=dx11\ConstantBuffer\DX11 SET CBUFFER INTEGER.htm=cbuffer, offset, data
DX11 SET CBUFFER DWORD=dx11\ConstantBuffer\DX11 SET CBUFFER DWORD.htm=cbuffer, offset, data
DX11 SET CBUFFER BOOLEAN=dx11\ConstantBuffer\DX11 SET CBUFFER BOOLEAN.htm=cbuffer, offset, data
DX11 SET CBUFFER VECTOR2=dx11\ConstantBuffer\DX11 SET CBUFFER VECTOR2.htm=cbuffer, offset, vector
DX11 SET CBUFFER VECTOR3=dx11\ConstantBuffer\DX11 SET CBUFFER VECTOR3.htm=cbuffer, offset, vector
DX11 SET CBUFFER VECTOR4=dx11\ConstantBuffer\DX11 SET CBUFFER VECTOR4.htm=cbuffer, offset, vector
DX11 SET CBUFFER MATRIX=dx11\ConstantBuffer\DX11 SET CBUFFER MATRIX.htm=cbuffer, offset, matrix
DX11 GET CBUFFER SIZE=dx11\ConstantBuffer\DX11 GET CBUFFER SIZE.htm=(cbuffer)
DX11 INIT=dx11\Core\DX11 INIT.htm=width, height, fullscreen, caption, [featureLevel], [windowStyle]
DX11 GET HARDWARE VERSION=dx11\Core\DX11 GET HARDWARE VERSION.htm=(*no parameters*)

DX11 SYNC=dx11\Core\DX11 SYNC.htm=[mask]
DX11 QUIT=dx11\Core\DX11 QUIT.htm=(*no parameters*)

DX11 SET ESCAPEKEY=dx11\Core\DX11 SET ESCAPEKEY.htm=flag
DX11 SET SYNC MASK=dx11\Core\DX11 SET SYNC MASK.htm=mask
DX11 GET SCREEN FPS=dx11\Core\DX11 GET SCREEN FPS.htm=(*no parameters*)

DX11 GET ENGINE TICK=dx11\Core\DX11 GET ENGINE TICK.htm=(*no parameters*)

DX11 GET SYSTEM TICK=dx11\Core\DX11 GET SYSTEM TICK.htm=(*no parameters*)

DX11 GET HIGH RESOLUTION TICK=dx11\Core\DX11 GET HIGH RESOLUTION TICK.htm=(*no parameters*)

DX11 GET HIGH RESOLUTION DELTA TIME=dx11\Core\DX11 GET HIGH RESOLUTION DELTA TIME.htm=(startTime, stopTime)
DX11 SET WORLD SECTORS=dx11\Core\DX11 SET WORLD SECTORS.htm=across, down, through, width, height, depth
DX11 GET WORLD SECTOR X=dx11\Core\DX11 GET WORLD SECTOR X.htm=(x, y, z)
DX11 GET WORLD SECTOR Y=dx11\Core\DX11 GET WORLD SECTOR Y.htm=(x, y, z)
DX11 GET WORLD SECTOR Z=dx11\Core\DX11 GET WORLD SECTOR Z.htm=(x, y, z)
DX11 SET BOOLEAN PARAMETER=dx11\Core\DX11 SET BOOLEAN PARAMETER.htm=param, value
DX11 SET INTEGER PARAMETER=dx11\Core\DX11 SET INTEGER PARAMETER.htm=param, value
DX11 SET FLOAT PARAMETER=dx11\Core\DX11 SET FLOAT PARAMETER.htm=param, value
DX11 GET DRAW CALL COUNT=dx11\Core\DX11 GET DRAW CALL COUNT.htm=(*no parameters*)

DX11 GET DRAWN INSTANCE COUNT=dx11\Core\DX11 GET DRAWN INSTANCE COUNT.htm=(*no parameters*)

DX11 DRAW 3DLINE=dx11\Core\DX11 DRAW 3DLINE.htm=x1, y1, z1, x2, y2, z2, colour, [ignoreZDepth]
DX11 REGISTER FILE PATH=dx11\Core\DX11 REGISTER FILE PATH.htm=path
DX11 UNREGISTER FILE PATH=dx11\Core\DX11 UNREGISTER FILE PATH.htm=path
DX11 RESET FILE PATHS=dx11\Core\DX11 RESET FILE PATHS.htm=*no parameters*

DX11 ABOUT=dx11\Core\DX11 ABOUT.htm=*no parameters*

DX11 ABOUT ASSIMP=dx11\Core\DX11 ABOUT ASSIMP.htm=*no parameters*

#ZPC=dx11\Core\#ZPC.htm=directive
DX11 CREATE DEPTH STENCIL STATE=dx11\DepthStencilState\DX11 CREATE DEPTH STENCIL STATE.htm=(*no parameters*)

DX11 DELETE DEPTH STENCIL STATE=dx11\DepthStencilState\DX11 DELETE DEPTH STENCIL STATE.htm=depthStencilState
DX11 DEPTH STENCIL STATE EXISTS=dx11\DepthStencilState\DX11 DEPTH STENCIL STATE EXISTS.htm=(depthStencilState)
DX11 SET DEPTH TEST ENABLED=dx11\DepthStencilState\DX11 SET DEPTH TEST ENABLED.htm=depthStencilState, enable
DX11 SET DEPTH WRITE MASK=dx11\DepthStencilState\DX11 SET DEPTH WRITE MASK.htm=depthStencilState, mask
DX11 SET DEPTH TEST FUNCTION=dx11\DepthStencilState\DX11 SET DEPTH TEST FUNCTION.htm=depthStencilState, func
DX11 SET STENCIL TEST ENABLED=dx11\DepthStencilState\DX11 SET STENCIL TEST ENABLED.htm=depthStencilState, enable
DX11 SET STENCIL READ MASK=dx11\DepthStencilState\DX11 SET STENCIL READ MASK.htm=depthStencilState, readMask
DX11 SET STENCIL WRITE MASK=dx11\DepthStencilState\DX11 SET STENCIL WRITE MASK.htm=depthStencilState, writeMask
DX11 SET FRONTFACE STENCIL TEST FUNCTION=dx11\DepthStencilState\DX11 SET FRONTFACE STENCIL TEST FUNCTION.htm=depthStencilState, func
DX11 SET FRONTFACE STENCIL FAIL OPERATION=dx11\DepthStencilState\DX11 SET FRONTFACE STENCIL FAIL OPERATION.htm=depthStencilState, stencilOperation
DX11 SET FRONTFACE STENCIL DEPTH FAIL OPERATION=dx11\DepthStencilState\DX11 SET FRONTFACE STENCIL DEPTH FAIL OPERATION.htm=depthStencilState, stencilOperation
DX11 SET FRONTFACE STENCIL PASS OPERATION=dx11\DepthStencilState\DX11 SET FRONTFACE STENCIL PASS OPERATION.htm=depthStencilState, stencilOperation
DX11 SET BACKFACE STENCIL TEST FUNCTION=dx11\DepthStencilState\DX11 SET BACKFACE STENCIL TEST FUNCTION.htm=depthStencilState, func
DX11 SET BACKFACE STENCIL FAIL OPERATION=dx11\DepthStencilState\DX11 SET BACKFACE STENCIL FAIL OPERATION.htm=depthStencilState, stencilOperation
DX11 SET BACKFACE STENCIL DEPTH FAIL OPERATION=dx11\DepthStencilState\DX11 SET BACKFACE STENCIL DEPTH FAIL OPERATION.htm=depthStencilState, stencilOperation
DX11 SET BACKFACE STENCIL PASS OPERATION=dx11\DepthStencilState\DX11 SET BACKFACE STENCIL PASS OPERATION.htm=depthStencilState, stencilOperation
DX11 LOAD COMPUTE SHADER=dx11\DirectCompute\DX11 LOAD COMPUTE SHADER.htm=(fileName, functionName, [profile])
DX11 DELETE COMPUTE SHADER=dx11\DirectCompute\DX11 DELETE COMPUTE SHADER.htm=shader
DX11 COMPUTE SHADER EXISTS=dx11\DirectCompute\DX11 COMPUTE SHADER EXISTS.htm=(shader)
DX11 CREATE ARRAY BUFFER=dx11\DirectCompute\DX11 CREATE ARRAY BUFFER.htm=(elementCount, format, accessMode)
DX11 CREATE STRUCTURED BUFFER=dx11\DirectCompute\DX11 CREATE STRUCTURED BUFFER.htm=(elementCount, elementSize, accessMode)
DX11 CREATE APPEND CONSUME BUFFER=dx11\DirectCompute\DX11 CREATE APPEND CONSUME BUFFER.htm=(maxElementCount, elementSize)
DX11 CREATE BYTE ADDRESS BUFFER=dx11\DirectCompute\DX11 CREATE BYTE ADDRESS BUFFER.htm=(byteSize, accessMode)
DX11 CREATE INDIRECT BUFFER=dx11\DirectCompute\DX11 CREATE INDIRECT BUFFER.htm=(byteSize)
DX11 DELETE BUFFER=dx11\DirectCompute\DX11 DELETE BUFFER.htm=buffer
DX11 BUFFER EXISTS=dx11\DirectCompute\DX11 BUFFER EXISTS.htm=(buffer)
DX11 GET BUFFER SIZE=dx11\DirectCompute\DX11 GET BUFFER SIZE.htm=(buffer)
DX11 IS BUFFER GPU WRITABLE=dx11\DirectCompute\DX11 IS BUFFER GPU WRITABLE.htm=(buffer)
DX11 GET APPEND CONSUME BUFFER ELEMENT COUNT=dx11\DirectCompute\DX11 GET APPEND CONSUME BUFFER ELEMENT COUNT.htm=(appendConsumeBuffer)
DX11 COPY APPEND CONSUME BUFFER ELEMENT COUNT TO BUFFER=dx11\DirectCompute\DX11 COPY APPEND CONSUME BUFFER ELEMENT COUNT TO BUFFER.htm=appendConsumeBuffer, targetBuffer, byteOffset
DX11 COPY APPEND CONSUME BUFFER ELEMENT COUNT TO CBUFFER=dx11\DirectCompute\DX11 COPY APPEND CONSUME BUFFER ELEMENT COUNT TO CBUFFER.htm=appendConsumeBuffer, targetCBuffer, byteOffset
DX11 SET APPEND CONSUME BUFFER ELEMENT COUNT=dx11\DirectCompute\DX11 SET APPEND CONSUME BUFFER ELEMENT COUNT.htm=appendConsumeBuffer, count
DX11 SET BUFFER BOOLEAN=dx11\DirectCompute\DX11 SET BUFFER BOOLEAN.htm=buffer, offset, [offsetInElement], value
DX11 SET BUFFER INTEGER=dx11\DirectCompute\DX11 SET BUFFER INTEGER.htm=buffer, offset, [offsetInElement], value
DX11 SET BUFFER DWORD=dx11\DirectCompute\DX11 SET BUFFER DWORD.htm=buffer, offset, [offsetInElement], value
DX11 SET BUFFER FLOAT=dx11\DirectCompute\DX11 SET BUFFER FLOAT.htm=buffer, offset, [offsetInElement], value
DX11 SET BUFFER VECTOR2=dx11\DirectCompute\DX11 SET BUFFER VECTOR2.htm=buffer, offset, [offsetInElement], vector2
DX11 SET BUFFER VECTOR3=dx11\DirectCompute\DX11 SET BUFFER VECTOR3.htm=buffer, offset, [offsetInElement], vector3
DX11 SET BUFFER VECTOR4=dx11\DirectCompute\DX11 SET BUFFER VECTOR4.htm=buffer, offset, [offsetInElement], vector4
DX11 SET BUFFER MATRIX=dx11\DirectCompute\DX11 SET BUFFER MATRIX.htm=buffer, offset, [offsetInElement], matrix
DX11 FETCH BUFFER CONTENTS=dx11\DirectCompute\DX11 FETCH BUFFER CONTENTS.htm=buffer
DX11 GET BUFFER BOOLEAN=dx11\DirectCompute\DX11 GET BUFFER BOOLEAN.htm=(buffer, offset, [offsetInElement])
DX11 GET BUFFER INTEGER=dx11\DirectCompute\DX11 GET BUFFER INTEGER.htm=(buffer, offset, [offsetInElement])
DX11 GET BUFFER DWORD=dx11\DirectCompute\DX11 GET BUFFER DWORD.htm=(buffer, offset, [offsetInElement])
DX11 GET BUFFER FLOAT=dx11\DirectCompute\DX11 GET BUFFER FLOAT.htm=(buffer, offset, [offsetInElement])
DX11 GET BUFFER VECTOR2=dx11\DirectCompute\DX11 GET BUFFER VECTOR2.htm=(buffer, offset, [offsetInElement], [destinationVector])
DX11 GET BUFFER VECTOR3=dx11\DirectCompute\DX11 GET BUFFER VECTOR3.htm=(buffer, offset, [offsetInElement], [destinationVector])
DX11 GET BUFFER VECTOR4=dx11\DirectCompute\DX11 GET BUFFER VECTOR4.htm=(buffer, offset, [offsetInElement], [destinationVector])
DX11 GET BUFFER MATRIX=dx11\DirectCompute\DX11 GET BUFFER MATRIX.htm=(buffer, offset, [offsetInElement], [destinationVector])
DX11 SET COMPUTE SHADER BUFFER=dx11\DirectCompute\DX11 SET COMPUTE SHADER BUFFER.htm=shader, slot, buffer
DX11 SET COMPUTE SHADER IMAGE=dx11\DirectCompute\DX11 SET COMPUTE SHADER IMAGE.htm=shader, slot, image
DX11 SET COMPUTE SHADER RWBUFFER=dx11\DirectCompute\DX11 SET COMPUTE SHADER RWBUFFER.htm=shader, slot, buffer
DX11 SET COMPUTE SHADER APPEND CONSUME BUFFER=dx11\DirectCompute\DX11 SET COMPUTE SHADER APPEND CONSUME BUFFER.htm=shader, slot, buffer
DX11 SET COMPUTE SHADER RWIMAGE=dx11\DirectCompute\DX11 SET COMPUTE SHADER RWIMAGE.htm=shader, slot, image
DX11 SET COMPUTE SHADER CBUFFER=dx11\DirectCompute\DX11 SET COMPUTE SHADER CBUFFER.htm=shader, slot, cbuffer
DX11 SET COMPUTE SHADER SAMPLER STATE=dx11\DirectCompute\DX11 SET COMPUTE SHADER SAMPLER STATE.htm=shader, slot, cbuffer
DX11 DISPATCH COMPUTE SHADER=dx11\DirectCompute\DX11 DISPATCH COMPUTE SHADER.htm=shader, threadGroupCountX, threadGroupCountY, [threadGroupCountZ]
DX11 DISPATCH COMPUTE SHADER INDIRECT=dx11\DirectCompute\DX11 DISPATCH COMPUTE SHADER INDIRECT.htm=shader, indirectArgumentBuffer, [byteOffset]
DX11 DRAW LINE=dx11\DirectDrawing\DX11 DRAW LINE.htm=x1, y1, x2, y2, colour, [colour2], [thickness]
DX11 DRAW RECT=dx11\DirectDrawing\DX11 DRAW RECT.htm=x, y, width, height, colour, [colour2], [colour3], [colour4]
DX11 DRAW CIRCLE=dx11\DirectDrawing\DX11 DRAW CIRCLE.htm=x, y, diameter, colour, [edgeColour]
DX11 DRAW TEXT=dx11\DirectDrawing\DX11 DRAW TEXT.htm=x, y, text, [center], [font]
DX11 SET CURRENT FONT=dx11\DirectDrawing\DX11 SET CURRENT FONT.htm=font
DX11 DRAW IMAGE=dx11\DirectDrawing\DX11 DRAW IMAGE.htm=x, y, image, [opacity], [width], [height]
DX11 DRAW SPRITE=dx11\DirectDrawing\DX11 DRAW SPRITE.htm=x, y, sprite, [useCenter], [width], [height], [angle]
DX11 SET DISPLAY MODE=dx11\Display\DX11 SET DISPLAY MODE.htm=width, height, fullscreen
DX11 SCAN FOR DISPLAY MODES=dx11\Display\DX11 SCAN FOR DISPLAY MODES.htm=*no parameters*

DX11 GET DISPLAY MODE COUNT=dx11\Display\DX11 GET DISPLAY MODE COUNT.htm=(*no parameters*)

DX11 GET DISPLAY MODE WIDTH=dx11\Display\DX11 GET DISPLAY MODE WIDTH.htm=(id)
DX11 GET DISPLAY MODE HEIGHT=dx11\Display\DX11 GET DISPLAY MODE HEIGHT.htm=(id)
DX11 IS VALID DISPLAY MODE=dx11\Display\DX11 IS VALID DISPLAY MODE.htm=(width, height)
DX11 GET SCREEN WIDTH=dx11\Display\DX11 GET SCREEN WIDTH.htm=(*no parameters*)

DX11 GET SCREEN HEIGHT=dx11\Display\DX11 GET SCREEN HEIGHT.htm=(*no parameters*)

DX11 GET DESKTOP WIDTH=dx11\Display\DX11 GET DESKTOP WIDTH.htm=(*no parameters*)

DX11 GET DESKTOP HEIGHT=dx11\Display\DX11 GET DESKTOP HEIGHT.htm=(*no parameters*)

DX11 GET WINDOW WIDTH=dx11\Display\DX11 GET WINDOW WIDTH.htm=(*no parameters*)

DX11 GET WINDOW HEIGHT=dx11\Display\DX11 GET WINDOW HEIGHT.htm=(*no parameters*)

DX11 GET WINDOW CLIENT WIDTH=dx11\Display\DX11 GET WINDOW CLIENT WIDTH.htm=(*no parameters*)

DX11 GET WINDOW CLIENT HEIGHT=dx11\Display\DX11 GET WINDOW CLIENT HEIGHT.htm=(*no parameters*)

DX11 SET WINDOW SIZE=dx11\Display\DX11 SET WINDOW SIZE.htm=width, height
DX11 SET WINDOW CLIENT SIZE=dx11\Display\DX11 SET WINDOW CLIENT SIZE.htm=width, height
DX11 SET WINDOW POSITION=dx11\Display\DX11 SET WINDOW POSITION.htm=x, y
DX11 SET WINDOW CAPTION=dx11\Display\DX11 SET WINDOW CAPTION.htm=caption
DX11 SET WINDOW STYLE=dx11\Display\DX11 SET WINDOW STYLE.htm=style
DX11 BUILD WINDOW STYLE=dx11\Display\DX11 BUILD WINDOW STYLE.htm=(isVisible, hasTitleBar, hasBorders, hasResizeableBorders, hasTitleBarButtons, hasMaximizeButton, hasMaximizeButton)
DX11 IS FULLSCREEN MODE=dx11\Display\DX11 IS FULLSCREEN MODE.htm=(*no parameters*)

DX11 LOAD DOMAIN SHADER=dx11\DomainShader\DX11 LOAD DOMAIN SHADER.htm=(fileName, functionName)
DX11 DELETE DOMAIN SHADER=dx11\DomainShader\DX11 DELETE DOMAIN SHADER.htm=shader
DX11 DOMAIN SHADER EXISTS=dx11\DomainShader\DX11 DOMAIN SHADER EXISTS.htm=(domain shader)
DX11 LOAD FONT=dx11\Font\DX11 LOAD FONT.htm=(fontSheetFileName, firstCharacter, across, down, spaceWidth, [monoSpace])
DX11 GET DEFAULT FONT=dx11\Font\DX11 GET DEFAULT FONT.htm=(*no parameters*)

DX11 DELETE FONT=dx11\Font\DX11 DELETE FONT.htm=font
DX11 FONT EXISTS=dx11\Font\DX11 FONT EXISTS.htm=(font)
DX11 GET TEXT WIDTH=dx11\Font\DX11 GET TEXT WIDTH.htm=(font, text)
DX11 GET TEXT HEIGHT=dx11\Font\DX11 GET TEXT HEIGHT.htm=(font, text)
DX11 GET FONT CHARACTER=dx11\Font\DX11 GET FONT CHARACTER.htm=(font, character)
DX11 PRINT TO PIXELMAP=dx11\Font\DX11 PRINT TO PIXELMAP.htm=(font, text)
DX11 LOAD GEOMETRY SHADER=dx11\GeometryShader\DX11 LOAD GEOMETRY SHADER.htm=(fileName, functionName, profile)
DX11 DELETE GEOMETRY SHADER=dx11\GeometryShader\DX11 DELETE GEOMETRY SHADER.htm=shader
DX11 GEOMETRY SHADER EXISTS=dx11\GeometryShader\DX11 GEOMETRY SHADER EXISTS.htm=(shader)
DX11 LOAD HULL SHADER=dx11\HullShader\DX11 LOAD HULL SHADER.htm=(fileName, functionName)
DX11 DELETE HULL SHADER=dx11\HullShader\DX11 DELETE HULL SHADER.htm=shader
DX11 HULL SHADER EXISTS=dx11\HullShader\DX11 HULL SHADER EXISTS.htm=(shader)
DX11 LOAD IMAGE=dx11\Image\DX11 LOAD IMAGE.htm=(filename, [generateMipMaps], [forceBGRA32], [accessMode])
DX11 CREATE IMAGE=dx11\Image\DX11 CREATE IMAGE.htm=(width, height, [format], [generateMipMaps], [red], [green], [blue], [alpha], [accessMode])
DX11 CREATE IMAGE FROM PIXELMAP=dx11\Image\DX11 CREATE IMAGE FROM PIXELMAP.htm=(pixelmap, [generateMipMaps], [accessMode])
DX11 CREATE TEXTURE ARRAY=dx11\Image\DX11 CREATE TEXTURE ARRAY.htm=(width, height, arraySize, [format], [generateMipMaps], [red], [green], [blue], [alpha], [accessMode])
DX11 CREATE TEXTURE ARRAY FROM ARRAY=dx11\Image\DX11 CREATE TEXTURE ARRAY FROM ARRAY.htm=(images(), [startIndex], [numElements], [accessMode])
DX11 CREATE CUBEMAP=dx11\Image\DX11 CREATE CUBEMAP.htm=(east, west, up, down, north, south, [accessMode])
DX11 CREATE CUBEMAP ARRAY FROM ARRAY=dx11\Image\DX11 CREATE CUBEMAP ARRAY FROM ARRAY.htm=(images(), [startIndex], [numElements], [accessMode])
DX11 CREATE RENDER TARGET=dx11\Image\DX11 CREATE RENDER TARGET.htm=(width, height, [format], [arraySize], [makeDepthStencilBuffer])
DX11 DELETE IMAGE=dx11\Image\DX11 DELETE IMAGE.htm=img
DX11 IMAGE EXISTS=dx11\Image\DX11 IMAGE EXISTS.htm=(image)
DX11 SAVE IMAGE=dx11\Image\DX11 SAVE IMAGE.htm=img, filename
DX11 SAVE TEXTURE=dx11\Image\DX11 SAVE TEXTURE.htm=img, filename
DX11 GET IMAGE WIDTH=dx11\Image\DX11 GET IMAGE WIDTH.htm=(img, [mipLevel])
DX11 GET IMAGE HEIGHT=dx11\Image\DX11 GET IMAGE HEIGHT.htm=(img, [mipLevel])
DX11 GET IMAGE FORMAT=dx11\Image\DX11 GET IMAGE FORMAT.htm=(img)
DX11 GET IMAGE MIP LEVELS=dx11\Image\DX11 GET IMAGE MIP LEVELS.htm=(img)
DX11 LOCK IMAGE=dx11\Image\DX11 LOCK IMAGE.htm=(img, [arrayId], [mipLevel], [offsetX], [offsetY], [width], [height])
DX11 GET IMAGE PIXEL BUFFER POINTER=dx11\Image\DX11 GET IMAGE PIXEL BUFFER POINTER.htm=(img)
DX11 GET IMAGE PIXEL BUFFER SIZE=dx11\Image\DX11 GET IMAGE PIXEL BUFFER SIZE.htm=(img)
DX11 GET IMAGE PIXEL BUFFER WIDTH=dx11\Image\DX11 GET IMAGE PIXEL BUFFER WIDTH.htm=(img)
DX11 GET IMAGE PIXEL BUFFER HEIGHT=dx11\Image\DX11 GET IMAGE PIXEL BUFFER HEIGHT.htm=(img)
DX11 UNLOCK IMAGE=dx11\Image\DX11 UNLOCK IMAGE.htm=img
DX11 SET MOUSE POSITION=dx11\Input\DX11 SET MOUSE POSITION.htm=x, y, [relative]
DX11 GET MOUSEX=dx11\Input\DX11 GET MOUSEX.htm=(*no parameters*)

DX11 GET MOUSEY=dx11\Input\DX11 GET MOUSEY.htm=(*no parameters*)

DX11 GET MOUSEZ=dx11\Input\DX11 GET MOUSEZ.htm=(*no parameters*)

DX11 GET MOUSEMOVEX=dx11\Input\DX11 GET MOUSEMOVEX.htm=(*no parameters*)

DX11 GET MOUSEMOVEY=dx11\Input\DX11 GET MOUSEMOVEY.htm=(*no parameters*)

DX11 GET MOUSEMOVEZ=dx11\Input\DX11 GET MOUSEMOVEZ.htm=(*no parameters*)

DX11 IS MOUSE BUTTON DOWN=dx11\Input\DX11 IS MOUSE BUTTON DOWN.htm=(mouseButton)
DX11 IS MOUSE BUTTON HIT=dx11\Input\DX11 IS MOUSE BUTTON HIT.htm=(mouseButton)
DX11 IS MOUSE BUTTON RELEASED=dx11\Input\DX11 IS MOUSE BUTTON RELEASED.htm=(mouseButton)
DX11 IS KEY DOWN=dx11\Input\DX11 IS KEY DOWN.htm=(key)
DX11 IS KEY HIT=dx11\Input\DX11 IS KEY HIT.htm=(key)
DX11 IS KEY RELEASED=dx11\Input\DX11 IS KEY RELEASED.htm=(key)
DX11 IS KEY ACTIVE=dx11\Input\DX11 IS KEY ACTIVE.htm=(key)
DX11 BEGIN STRING CAPTURE=dx11\Input\DX11 BEGIN STRING CAPTURE.htm=[initialString]
DX11 END STRING CAPTURE=dx11\Input\DX11 END STRING CAPTURE.htm=*no parameters*

DX11 GET CAPTURED STRING=dx11\Input\DX11 GET CAPTURED STRING.htm=(*no parameters*)

DX11 GET CAPTURED STRING LENGTH=dx11\Input\DX11 GET CAPTURED STRING LENGTH.htm=(*no parameters*)

DX11 GET CAPTURE CARET OFFSET=dx11\Input\DX11 GET CAPTURE CARET OFFSET.htm=(*no parameters*)

DX11 GET CAPTURE CARET ROW=dx11\Input\DX11 GET CAPTURE CARET ROW.htm=(*no parameters*)

DX11 GET CAPTURE CARET COLUMN=dx11\Input\DX11 GET CAPTURE CARET COLUMN.htm=(*no parameters*)

DX11 SET CAPTURE CARET OFFSET=dx11\Input\DX11 SET CAPTURE CARET OFFSET.htm=offset
DX11 SET CAPTURE CARET POSITION=dx11\Input\DX11 SET CAPTURE CARET POSITION.htm=row, column
DX11 SET CAPTURE CHARACTER ACTION=dx11\Input\DX11 SET CAPTURE CHARACTER ACTION.htm=character, keyAction
DX11 IS CAPTURING STRING=dx11\Input\DX11 IS CAPTURING STRING.htm=(*no parameters*)

DX11 CREATE LABEL=dx11\Label\DX11 CREATE LABEL.htm=([font], text, x, y)
DX11 DELETE LABEL=dx11\Label\DX11 DELETE LABEL.htm=
DX11 LABEL EXISTS=dx11\Label\DX11 LABEL EXISTS.htm=(label)
DX11 SET LABEL TEXT=dx11\Label\DX11 SET LABEL TEXT.htm=label, text
DX11 GET LABEL TEXT=dx11\Label\DX11 GET LABEL TEXT.htm=(label)
DX11 SET LABEL POSITION=dx11\Label\DX11 SET LABEL POSITION.htm=label, x, y
DX11 SET LABEL CAMERA MASK=dx11\Label\DX11 SET LABEL CAMERA MASK.htm=label, mask
DX11 ADD LIMB=dx11\Limb\DX11 ADD LIMB.htm=(object, parentLimb, mesh, shaderTechnique, [limbName])
DX11 REMOVE LIMB=dx11\Limb\DX11 REMOVE LIMB.htm=object, limb
DX11 LIMB EXISTS=dx11\Limb\DX11 LIMB EXISTS.htm=(limb)
DX11 SET LIMB TEXTURE=dx11\Limb\DX11 SET LIMB TEXTURE.htm=limb, image, [stage]
DX11 SET LIMB BUFFER=dx11\Limb\DX11 SET LIMB BUFFER.htm=limb, buffer, [stage]
DX11 SET LIMB TEXCOORD SCALING=dx11\Limb\DX11 SET LIMB TEXCOORD SCALING.htm=limb, uScale, vScale, [updateChildLimbs]
DX11 GET LIMB BOUNDING BOX=dx11\Limb\DX11 GET LIMB BOUNDING BOX.htm=limb, minVector, maxVector, [absolute]
DX11 SET EXCLUDE LIMB=dx11\Limb\DX11 SET EXCLUDE LIMB.htm=limb, exclude
DX11 IS LIMB EXCLUDED=dx11\Limb\DX11 IS LIMB EXCLUDED.htm=(limb)
DX11 SET LIMB CAMERA MASK=dx11\Limb\DX11 SET LIMB CAMERA MASK.htm=limb, mask
DX11 GET LIMB CAMERA MASK=dx11\Limb\DX11 GET LIMB CAMERA MASK.htm=(limb)
DX11 SET LIMB SORT MODE=dx11\Limb\DX11 SET LIMB SORT MODE.htm=limb, sortMode
DX11 GET LIMB NAME=dx11\Limb\DX11 GET LIMB NAME.htm=(limb)
DX11 SET LIMB NAME=dx11\Limb\DX11 SET LIMB NAME.htm=limb, name
DX11 GET LIMB CHILD COUNT=dx11\Limb\DX11 GET LIMB CHILD COUNT.htm=(limb)
DX11 GET LIMB CHILD=dx11\Limb\DX11 GET LIMB CHILD.htm=(parentLimb, n)
DX11 GET LIMB MESH COUNT=dx11\Limb\DX11 GET LIMB MESH COUNT.htm=(limb)
DX11 GET LIMB MESH=dx11\Limb\DX11 GET LIMB MESH.htm=(limb, n)
DX11 SET LIMB POSITION=dx11\Limb\DX11 SET LIMB POSITION.htm=limb, x, y, Z
DX11 SET LIMB ANGLE=dx11\Limb\DX11 SET LIMB ANGLE.htm=limb, x, y, Z
DX11 SET LIMB SCALE=dx11\Limb\DX11 SET LIMB SCALE.htm=limb, x, y, Z
DX11 APPLY LIMB POSITION=dx11\Limb\DX11 APPLY LIMB POSITION.htm=limb, x, y, Z
DX11 APPLY LIMB ANGLE=dx11\Limb\DX11 APPLY LIMB ANGLE.htm=limb, x, y, Z
DX11 MOVE LIMB=dx11\Limb\DX11 MOVE LIMB.htm=limb, distance
DX11 MOVE LIMB UP=dx11\Limb\DX11 MOVE LIMB UP.htm=limb, distance
DX11 MOVE LIMB DOWN=dx11\Limb\DX11 MOVE LIMB DOWN.htm=limb, distance
DX11 MOVE LIMB LEFT=dx11\Limb\DX11 MOVE LIMB LEFT.htm=limb, distance
DX11 MOVE LIMB RIGHT=dx11\Limb\DX11 MOVE LIMB RIGHT.htm=limb, distance
DX11 TURN LIMB LEFT=dx11\Limb\DX11 TURN LIMB LEFT.htm=limb, angle
DX11 TURN LIMB RIGHT=dx11\Limb\DX11 TURN LIMB RIGHT.htm=limb, angle
DX11 PITCH LIMB UP=dx11\Limb\DX11 PITCH LIMB UP.htm=limb, angle
DX11 PITCH LIMB DOWN=dx11\Limb\DX11 PITCH LIMB DOWN.htm=limb, angle
DX11 ROLL LIMB LEFT=dx11\Limb\DX11 ROLL LIMB LEFT.htm=limb, angle
DX11 ROLL LIMB RIGHT=dx11\Limb\DX11 ROLL LIMB RIGHT.htm=limb, angle
DX11 SET LIMB TO OBJECT ORIENTATION=dx11\Limb\DX11 SET LIMB TO OBJECT ORIENTATION.htm=limb, object
DX11 SET LIMB TO LIMB ORIENTATION=dx11\Limb\DX11 SET LIMB TO LIMB ORIENTATION.htm=target, source
DX11 SET LIMB TO CAMERA ORIENTATION=dx11\Limb\DX11 SET LIMB TO CAMERA ORIENTATION.htm=limb, camera
DX11 SET LIMB LOOKAT=dx11\Limb\DX11 SET LIMB LOOKAT.htm=limb, x, y, z
DX11 GET LIMB POSITION X=dx11\Limb\DX11 GET LIMB POSITION X.htm=(limb, [absolute])
DX11 GET LIMB POSITION Y=dx11\Limb\DX11 GET LIMB POSITION Y.htm=(limb, [absolute])
DX11 GET LIMB POSITION Z=dx11\Limb\DX11 GET LIMB POSITION Z.htm=(limb, [absolute])
DX11 GET LIMB ANGLE X=dx11\Limb\DX11 GET LIMB ANGLE X.htm=(limb)
DX11 GET LIMB ANGLE Y=dx11\Limb\DX11 GET LIMB ANGLE Y.htm=(limb)
DX11 GET LIMB ANGLE Z=dx11\Limb\DX11 GET LIMB ANGLE Z.htm=(limb)
DX11 GET LIMB SCALE X=dx11\Limb\DX11 GET LIMB SCALE X.htm=(limb)
DX11 GET LIMB SCALE Y=dx11\Limb\DX11 GET LIMB SCALE Y.htm=(limb)
DX11 GET LIMB SCALE Z=dx11\Limb\DX11 GET LIMB SCALE Z.htm=(limb)
DX11 GET LIMB WORLD MATRIX=dx11\Limb\DX11 GET LIMB WORLD MATRIX.htm=(limb, [matrixResult])
DX11 GET LIMB FORWARD VECTOR=dx11\Limb\DX11 GET LIMB FORWARD VECTOR.htm=(object, [resultVector])
DX11 GET LIMB UP VECTOR=dx11\Limb\DX11 GET LIMB UP VECTOR.htm=(limb, [resultVector])
DX11 GET LIMB RIGHT VECTOR=dx11\Limb\DX11 GET LIMB RIGHT VECTOR.htm=(limb, [resultVector])
DX11 FIX LIMB PIVOT=dx11\Limb\DX11 FIX LIMB PIVOT.htm=limb, [flags]
DX11 GLUE LIMB TO CAMERA=dx11\Limb\DX11 GLUE LIMB TO CAMERA.htm=source, target
DX11 GLUE LIMB TO OBJECT=dx11\Limb\DX11 GLUE LIMB TO OBJECT.htm=source, target
DX11 GLUE LIMB TO LIMB=dx11\Limb\DX11 GLUE LIMB TO LIMB.htm=source, target
DX11 UNGLUE LIMB=dx11\Limb\DX11 UNGLUE LIMB.htm=limb
DX11 SET LIMB SHADER TECHNIQUE=dx11\Limb\DX11 SET LIMB SHADER TECHNIQUE.htm=limb, technique, [pass]
DX11 CALCULATE SMOOTH LIMB NORMALS=dx11\Limb\DX11 CALCULATE SMOOTH LIMB NORMALS.htm=limb
DX11 WRAP=dx11\Math\DX11 WRAP.htm=(value, min, max)
DX11 CREATE VECTOR2=dx11\Math\DX11 CREATE VECTOR2.htm=([x], [y])
DX11 CREATE TEMP VECTOR2=dx11\Math\DX11 CREATE TEMP VECTOR2.htm=([x], [y])
DX11 DELETE VECTOR2=dx11\Math\DX11 DELETE VECTOR2.htm=vector
DX11 VECTOR2 EXISTS=dx11\Math\DX11 VECTOR2 EXISTS.htm=(vector2)
DX11 COPY VECTOR2=dx11\Math\DX11 COPY VECTOR2.htm=(sourceVector2, targetVector2)
DX11 GET VECTOR2 X=dx11\Math\DX11 GET VECTOR2 X.htm=(vector)
DX11 GET VECTOR2 Y=dx11\Math\DX11 GET VECTOR2 Y.htm=(vector)
DX11 SET VECTOR2=dx11\Math\DX11 SET VECTOR2.htm=vector, x, y
DX11 IS VECTOR2 EQUAL=dx11\Math\DX11 IS VECTOR2 EQUAL.htm=(vectorA, vectorB)
DX11 GET VECTOR2 LENGTH=dx11\Math\DX11 GET VECTOR2 LENGTH.htm=(vector)
DX11 NORMALIZE VECTOR2=dx11\Math\DX11 NORMALIZE VECTOR2.htm=(sourceVector, [resultVector])
DX11 ADD VECTOR2=dx11\Math\DX11 ADD VECTOR2.htm=(vectorA, vectorB, [resultVector])
DX11 SUBTRACT VECTOR2=dx11\Math\DX11 SUBTRACT VECTOR2.htm=(vectorA, vectorB, [resultVector])
DX11 MULTIPLY VECTOR2=dx11\Math\DX11 MULTIPLY VECTOR2.htm=(vectorA, vectorB, [resultVector])
DX11 DIVIDE VECTOR2=dx11\Math\DX11 DIVIDE VECTOR2.htm=(vectorA, vectorB, [resultVector])
DX11 GET VECTOR2 DOT PRODUCT=dx11\Math\DX11 GET VECTOR2 DOT PRODUCT.htm=(vectorA, vectorB)
DX11 TRANSFORM VECTOR2=dx11\Math\DX11 TRANSFORM VECTOR2.htm=(vector, matrix, [resultVector])
DX11 TRANSFORM VECTOR2 COORD=dx11\Math\DX11 TRANSFORM VECTOR2 COORD.htm=(vector, matrix, [resultVector])
DX11 CREATE VECTOR3=dx11\Math\DX11 CREATE VECTOR3.htm=([x], [y], [z])
DX11 CREATE TEMP VECTOR3=dx11\Math\DX11 CREATE TEMP VECTOR3.htm=([x], [y], [z])
DX11 DELETE VECTOR3=dx11\Math\DX11 DELETE VECTOR3.htm=vector
DX11 VECTOR3 EXISTS=dx11\Math\DX11 VECTOR3 EXISTS.htm=(vector3)
DX11 COPY VECTOR3=dx11\Math\DX11 COPY VECTOR3.htm=(sourceVector3, targetVector3)
DX11 GET VECTOR3 X=dx11\Math\DX11 GET VECTOR3 X.htm=(vector)
DX11 GET VECTOR3 Y=dx11\Math\DX11 GET VECTOR3 Y.htm=(vector)
DX11 GET VECTOR3 Z=dx11\Math\DX11 GET VECTOR3 Z.htm=(vector)
DX11 SET VECTOR3=dx11\Math\DX11 SET VECTOR3.htm=vector, x, y, z
DX11 IS VECTOR3 EQUAL=dx11\Math\DX11 IS VECTOR3 EQUAL.htm=(vectorA, vectorB)
DX11 GET VECTOR3 LENGTH=dx11\Math\DX11 GET VECTOR3 LENGTH.htm=(vector)
DX11 NORMALIZE VECTOR3=dx11\Math\DX11 NORMALIZE VECTOR3.htm=(sourceVector, [resultVector])
DX11 ADD VECTOR3=dx11\Math\DX11 ADD VECTOR3.htm=(vectorA, vectorB, [resultVector])
DX11 SUBTRACT VECTOR3=dx11\Math\DX11 SUBTRACT VECTOR3.htm=(vectorA, vectorB, [resultVector])
DX11 MULTIPLY VECTOR3=dx11\Math\DX11 MULTIPLY VECTOR3.htm=(vectorA, vectorB, [resultVector])
DX11 DIVIDE VECTOR3=dx11\Math\DX11 DIVIDE VECTOR3.htm=(vectorA, vectorB, [resultVector])
DX11 GET VECTOR3 DOT PRODUCT=dx11\Math\DX11 GET VECTOR3 DOT PRODUCT.htm=(vectorA, vectorB)
DX11 GET VECTOR3 CROSS PRODUCT=dx11\Math\DX11 GET VECTOR3 CROSS PRODUCT.htm=(vectorA, vectorB, [resultVector])
DX11 TRANSFORM VECTOR3=dx11\Math\DX11 TRANSFORM VECTOR3.htm=(vector, matrix, [resultVector])
DX11 TRANSFORM VECTOR3 COORD=dx11\Math\DX11 TRANSFORM VECTOR3 COORD.htm=(vector, matrix, [resultVector])
DX11 CREATE VECTOR4=dx11\Math\DX11 CREATE VECTOR4.htm=([x], [y], [z], [w])
DX11 CREATE TEMP VECTOR4=dx11\Math\DX11 CREATE TEMP VECTOR4.htm=([x], [y], [z], [w])
DX11 DELETE VECTOR4=dx11\Math\DX11 DELETE VECTOR4.htm=vector
DX11 VECTOR4 EXISTS=dx11\Math\DX11 VECTOR4 EXISTS.htm=(vector4)
DX11 COPY VECTOR4=dx11\Math\DX11 COPY VECTOR4.htm=(sourceVector4, targetVector4)
DX11 GET VECTOR4 X=dx11\Math\DX11 GET VECTOR4 X.htm=(vector)
DX11 GET VECTOR4 Y=dx11\Math\DX11 GET VECTOR4 Y.htm=(vector)
DX11 GET VECTOR4 Z=dx11\Math\DX11 GET VECTOR4 Z.htm=(vector)
DX11 GET VECTOR4 W=dx11\Math\DX11 GET VECTOR4 W.htm=(vector)
DX11 SET VECTOR4=dx11\Math\DX11 SET VECTOR4.htm=vector, x, y, z, w
DX11 IS VECTOR4 EQUAL=dx11\Math\DX11 IS VECTOR4 EQUAL.htm=(vectorA, vectorB)
DX11 GET VECTOR4 LENGTH=dx11\Math\DX11 GET VECTOR4 LENGTH.htm=(vector)
DX11 NORMALIZE VECTOR4=dx11\Math\DX11 NORMALIZE VECTOR4.htm=(sourceVector, [resultVector])
DX11 ADD VECTOR4=dx11\Math\DX11 ADD VECTOR4.htm=(vectorA, vectorB, [resultVector])
DX11 SUBTRACT VECTOR4=dx11\Math\DX11 SUBTRACT VECTOR4.htm=(vectorA, vectorB, [resultVector])
DX11 MULTIPLY VECTOR4=dx11\Math\DX11 MULTIPLY VECTOR4.htm=(vectorA, vectorB, [resultVector])
DX11 DIVIDE VECTOR4=dx11\Math\DX11 DIVIDE VECTOR4.htm=(vectorA, vectorB, [resultVector])
DX11 GET VECTOR4 DOT PRODUCT=dx11\Math\DX11 GET VECTOR4 DOT PRODUCT.htm=(vectorA, vectorB)
DX11 TRANSFORM VECTOR4=dx11\Math\DX11 TRANSFORM VECTOR4.htm=(vector, matrix, [resultVector])
DX11 CREATE MATRIX=dx11\Math\DX11 CREATE MATRIX.htm=([_11], [_12], [_13], [_14], [_21], [_22], [_23], [_24], [_31], [_32], [_33], [_34], [_41], [_42], [_43], [_44])
DX11 CREATE TEMP MATRIX=dx11\Math\DX11 CREATE TEMP MATRIX.htm=([_11], [_12], [_13], [_14], [_21], [_22], [_23], [_24], [_31], [_32], [_33], [_34], [_41], [_42], [_43], [_44])
DX11 DELETE MATRIX=dx11\Math\DX11 DELETE MATRIX.htm=matrix
DX11 MATRIX EXISTS=dx11\Math\DX11 MATRIX EXISTS.htm=(matrix)
DX11 COPY MATRIX=dx11\Math\DX11 COPY MATRIX.htm=(sourceMatrix, targetMatrix)
DX11 SET MATRIX ELEMENT=dx11\Math\DX11 SET MATRIX ELEMENT.htm=matrix, row, column, value
DX11 GET MATRIX ELEMENT=dx11\Math\DX11 GET MATRIX ELEMENT.htm=(matrix, row, column)
DX11 MULTIPLY MATRIX=dx11\Math\DX11 MULTIPLY MATRIX.htm=(matrixA, matrixB, [resultMatrix])
DX11 IS MATRIX EQUAL=dx11\Math\DX11 IS MATRIX EQUAL.htm=(matrixA, matrixB)
DX11 IS MATRIX IDENTITY=dx11\Math\DX11 IS MATRIX IDENTITY.htm=(matrix)
DX11 GET IDENTITY MATRIX=dx11\Math\DX11 GET IDENTITY MATRIX.htm=([matrix])
DX11 GET WORLD MATRIX=dx11\Math\DX11 GET WORLD MATRIX.htm=(object, [matrixResult])
DX11 GET MATRIX INVERSE=dx11\Math\DX11 GET MATRIX INVERSE.htm=(sourceMatrix, resultMatrix)
DX11 GET MATRIX INVERSE WITHOUT DETERMINANT=dx11\Math\DX11 GET MATRIX INVERSE WITHOUT DETERMINANT.htm=(sourceMatrix, [resultMatrix])
DX11 GET MATRIX TRANSPOSE=dx11\Math\DX11 GET MATRIX TRANSPOSE.htm=(sourceMatrix, [resultMatrix])
DX11 GET MATRIX DETERMINANT=dx11\Math\DX11 GET MATRIX DETERMINANT.htm=(matrix)
DX11 BUILD LOOKAT LHMATRIX=dx11\Math\DX11 BUILD LOOKAT LHMATRIX.htm=(eyePos, lookAtPos, upVector, [resultMatrix])
DX11 BUILD LOOKAT RHMATRIX=dx11\Math\DX11 BUILD LOOKAT RHMATRIX.htm=(eyePos, lookAtPos, upVector, [resultMatrix])
DX11 BUILD PERSPECTIVE LHMATRIX=dx11\Math\DX11 BUILD PERSPECTIVE LHMATRIX.htm=(fov, aspectRatio, nearZ, [farZ], [resultMatrix])
DX11 BUILD PERSPECTIVE RHMATRIX=dx11\Math\DX11 BUILD PERSPECTIVE RHMATRIX.htm=(fov, aspectRatio, nearZ, [farZ], [resultMatrix])
DX11 BUILD ORTHOGRAPHIC LHMATRIX=dx11\Math\DX11 BUILD ORTHOGRAPHIC LHMATRIX.htm=(left, right, bottom, top, near, [far], [resultMatrix])
DX11 BUILD ORTHOGRAPHIC RHMATRIX=dx11\Math\DX11 BUILD ORTHOGRAPHIC RHMATRIX.htm=(left, right, bottom, top, near, [far], [resultMatrix])
DX11 BUILD REFLECTION MATRIX=dx11\Math\DX11 BUILD REFLECTION MATRIX.htm=(planeVector4, [resultMatrix])
DX11 BUILD EULER ROTATION MATRIX=dx11\Math\DX11 BUILD EULER ROTATION MATRIX.htm=(pitch, yaw, roll, [resultMatrix])
DX11 BUILD ROTATION MATRIX X=dx11\Math\DX11 BUILD ROTATION MATRIX X.htm=(angle, [resultMatrix])
DX11 BUILD ROTATION MATRIX Y=dx11\Math\DX11 BUILD ROTATION MATRIX Y.htm=(angle, [resultMatrix])
DX11 BUILD ROTATION MATRIX Z=dx11\Math\DX11 BUILD ROTATION MATRIX Z.htm=(angle, [resultMatrix])
DX11 BUILD TRANSLATION MATRIX=dx11\Math\DX11 BUILD TRANSLATION MATRIX.htm=(x, y, z, [resultMatrix])
DX11 BUILD SCALING MATRIX=dx11\Math\DX11 BUILD SCALING MATRIX.htm=(x, y, z, [resultMatrix])
DX11 BUILD SHADOW MATRIX=dx11\Math\DX11 BUILD SHADOW MATRIX.htm=(vec4ShadowPlane, vec4LightPosition, [resultMatrix])
DX11 CREATE MESH=dx11\Mesh\DX11 CREATE MESH.htm=(vertexCount, indexCount, [vertLayout], [topology])
DX11 CREATE NULL MESH=dx11\Mesh\DX11 CREATE NULL MESH.htm=vertexCount, [bbMinX], [bbMinY], [bbMinZ], [bbmaxX], [bbmaxY], [bbmaxZ], [topology]
DX11 DELETE MESH=dx11\Mesh\DX11 DELETE MESH.htm=mesh
DX11 MESH EXISTS=dx11\Mesh\DX11 MESH EXISTS.htm=(mesh)
DX11 LOCK MESH VERTEXDATA=dx11\Mesh\DX11 LOCK MESH VERTEXDATA.htm=(mesh)
DX11 UNLOCK MESH VERTEXDATA=dx11\Mesh\DX11 UNLOCK MESH VERTEXDATA.htm=(mesh)
DX11 LOCK MESH INDEXDATA=dx11\Mesh\DX11 LOCK MESH INDEXDATA.htm=(mesh)
DX11 UNLOCK MESH INDEXDATA=dx11\Mesh\DX11 UNLOCK MESH INDEXDATA.htm=(mesh)
DX11 GET MESH VERTEXDATA SEMANTIC OFFSET=dx11\Mesh\DX11 GET MESH VERTEXDATA SEMANTIC OFFSET.htm=(mesh, semanticName, [semanticId])
DX11 GET MESH VERTEXDATA VERTEX COUNT=dx11\Mesh\DX11 GET MESH VERTEXDATA VERTEX COUNT.htm=(mesh)
DX11 GET MESH VERTEXDATA BYTE=dx11\Mesh\DX11 GET MESH VERTEXDATA BYTE.htm=(mesh, vertex, offset)
DX11 GET MESH VERTEXDATA WORD=dx11\Mesh\DX11 GET MESH VERTEXDATA WORD.htm=(mesh, vertex, offset)
DX11 GET MESH VERTEXDATA DWORD=dx11\Mesh\DX11 GET MESH VERTEXDATA DWORD.htm=(mesh, vertex, offset)
DX11 GET MESH VERTEXDATA INTEGER=dx11\Mesh\DX11 GET MESH VERTEXDATA INTEGER.htm=(mesh, vertex, offset)
DX11 GET MESH VERTEXDATA FLOAT=dx11\Mesh\DX11 GET MESH VERTEXDATA FLOAT.htm=(mesh, vertex, offset)
DX11 GET MESH VERTEXDATA VECTOR2=dx11\Mesh\DX11 GET MESH VERTEXDATA VECTOR2.htm=mesh, vertex, offset, vector
DX11 GET MESH VERTEXDATA VECTOR3=dx11\Mesh\DX11 GET MESH VERTEXDATA VECTOR3.htm=mesh, vertex, offset, vector
DX11 GET MESH VERTEXDATA VECTOR4=dx11\Mesh\DX11 GET MESH VERTEXDATA VECTOR4.htm=mesh, vertex, offset, vector
DX11 SET MESH VERTEXDATA BYTE=dx11\Mesh\DX11 SET MESH VERTEXDATA BYTE.htm=mesh, vertex, offset, value
DX11 SET MESH VERTEXDATA WORD=dx11\Mesh\DX11 SET MESH VERTEXDATA WORD.htm=mesh, vertex, offset, value
DX11 SET MESH VERTEXDATA DWORD=dx11\Mesh\DX11 SET MESH VERTEXDATA DWORD.htm=mesh, vertex, offset, value
DX11 SET MESH VERTEXDATA FLOAT=dx11\Mesh\DX11 SET MESH VERTEXDATA FLOAT.htm=mesh, vertex, offset, value
DX11 SET MESH VERTEXDATA VECTOR2=dx11\Mesh\DX11 SET MESH VERTEXDATA VECTOR2.htm=mesh, vertex, offset, vector
DX11 SET MESH VERTEXDATA VECTOR3=dx11\Mesh\DX11 SET MESH VERTEXDATA VECTOR3.htm=mesh, vertex, offset, vector
DX11 SET MESH VERTEXDATA VECTOR4=dx11\Mesh\DX11 SET MESH VERTEXDATA VECTOR4.htm=mesh, vertex, offset, vector
DX11 GET MESH INDEXDATA=dx11\Mesh\DX11 GET MESH INDEXDATA.htm=(mesh, index)
DX11 SET MESH INDEXDATA=dx11\Mesh\DX11 SET MESH INDEXDATA.htm=mesh, index, vertex
DX11 GET MESH INDEX COUNT=dx11\Mesh\DX11 GET MESH INDEX COUNT.htm=(mesh)
DX11 GET MESH VERTEX COUNT=dx11\Mesh\DX11 GET MESH VERTEX COUNT.htm=(mesh)
DX11 CALCULATE SMOOTH MESH NORMALS=dx11\Mesh\DX11 CALCULATE SMOOTH MESH NORMALS.htm=mesh
DX11 CLONE MESH=dx11\Mesh\DX11 CLONE MESH.htm=(mesh)
DX11 SET MESH INDEX BUFFER=dx11\Mesh\DX11 SET MESH INDEX BUFFER.htm=mesh, indexBuffer
DX11 SET MESH TOPOLOGY=dx11\Mesh\DX11 SET MESH TOPOLOGY.htm=mesh, topology
DX11 GET MESH TOPOLOGY=dx11\Mesh\DX11 GET MESH TOPOLOGY.htm=(mesh)
DX11 SET NULL MESH VERTEX COUNT=dx11\Mesh\DX11 SET NULL MESH VERTEX COUNT.htm=mesh, vertexCount
DX11 SET NULL MESH INDIRECT DRAW ARGUMENT BUFFER=dx11\Mesh\DX11 SET NULL MESH INDIRECT DRAW ARGUMENT BUFFER.htm=mesh, indrectArgBuffer, [offset]
DX11 LOAD OBJECT=dx11\Object\DX11 LOAD OBJECT.htm=(fileName, [vertLayout])
DX11 CREATE OBJECT QUAD=dx11\Object\DX11 CREATE OBJECT QUAD.htm=(width, height, [faceNegativeZ], [vertLayout])
DX11 CREATE OBJECT CUBE=dx11\Object\DX11 CREATE OBJECT CUBE.htm=(side, [vertLayout])
DX11 CREATE OBJECT BOX=dx11\Object\DX11 CREATE OBJECT BOX.htm=(width, height, depth, [vertLayout])
DX11 CREATE OBJECT SPHERE=dx11\Object\DX11 CREATE OBJECT SPHERE.htm=(radius, [segsAcross], [segsDown], [vertLayout])
DX11 CREATE OBJECT CYLINDER=dx11\Object\DX11 CREATE OBJECT CYLINDER.htm=(bottomRadius, topRadius, length, [segsAcross], [segsDown], [vertLayout])
DX11 CREATE OBJECT=dx11\Object\DX11 CREATE OBJECT.htm=(mesh)
DX11 INSTANCE OBJECT=dx11\Object\DX11 INSTANCE OBJECT.htm=(sourceObject)
DX11 CLONE OBJECT=dx11\Object\DX11 CLONE OBJECT.htm=(sourceObject)
DX11 DELETE OBJECT=dx11\Object\DX11 DELETE OBJECT.htm=object
DX11 OBJECT EXISTS=dx11\Object\DX11 OBJECT EXISTS.htm=(object)
DX11 SET OBJECT TEXTURE=dx11\Object\DX11 SET OBJECT TEXTURE.htm=object, image, [stage]
DX11 SET OBJECT BUFFER=dx11\Object\DX11 SET OBJECT BUFFER.htm=object, buffer, [stage]
DX11 SET OBJECT TEXCOORD SCALING=dx11\Object\DX11 SET OBJECT TEXCOORD SCALING.htm=object, uScale, vScale
DX11 GET OBJECT ROOT LIMB=dx11\Object\DX11 GET OBJECT ROOT LIMB.htm=(object)
DX11 GET OBJECT LIMB=dx11\Object\DX11 GET OBJECT LIMB.htm=(object, name)
DX11 GET OBJECT BOUNDING BOX=dx11\Object\DX11 GET OBJECT BOUNDING BOX.htm=object, minVector, maxVector, [absolute]
DX11 SET OBJECT BOUNDING BOX=dx11\Object\DX11 SET OBJECT BOUNDING BOX.htm=object, minX, minY, minZ, maxX, maxY, maxZ
DX11 SET OBJECT TO CATCH ALL SECTOR=dx11\Object\DX11 SET OBJECT TO CATCH ALL SECTOR.htm=object, useCatchAllSector
DX11 GET OBJECT SECTOR X=dx11\Object\DX11 GET OBJECT SECTOR X.htm=(object)
DX11 GET OBJECT SECTOR Y=dx11\Object\DX11 GET OBJECT SECTOR Y.htm=(object)
DX11 GET OBJECT SECTOR Z=dx11\Object\DX11 GET OBJECT SECTOR Z.htm=(object)
DX11 SET EXCLUDE OBJECT=dx11\Object\DX11 SET EXCLUDE OBJECT.htm=object, exclude
DX11 IS OBJECT EXCLUDED=dx11\Object\DX11 IS OBJECT EXCLUDED.htm=(object)
DX11 SET OBJECT CAMERA MASK=dx11\Object\DX11 SET OBJECT CAMERA MASK.htm=object, mask
DX11 GET OBJECT CAMERA MASK=dx11\Object\DX11 GET OBJECT CAMERA MASK.htm=(object)
DX11 SET OBJECT SORT MODE=dx11\Object\DX11 SET OBJECT SORT MODE.htm=object, sortMode
DX11 ENUMERATE OBJECT LIMBS=dx11\Object\DX11 ENUMERATE OBJECT LIMBS.htm=limbs(), object
DX11 SET OBJECT POSITION=dx11\Object\DX11 SET OBJECT POSITION.htm=object, x, y, z
DX11 SET OBJECT ANGLE=dx11\Object\DX11 SET OBJECT ANGLE.htm=object, x, y, z
DX11 SET OBJECT SCALE=dx11\Object\DX11 SET OBJECT SCALE.htm=object, x, y, z
DX11 APPLY OBJECT POSITION=dx11\Object\DX11 APPLY OBJECT POSITION.htm=object, x, y, z
DX11 APPLY OBJECT ANGLE=dx11\Object\DX11 APPLY OBJECT ANGLE.htm=object, x, y, z
DX11 MOVE OBJECT=dx11\Object\DX11 MOVE OBJECT.htm=object, distance
DX11 MOVE OBJECT UP=dx11\Object\DX11 MOVE OBJECT UP.htm=object, distance
DX11 MOVE OBJECT DOWN=dx11\Object\DX11 MOVE OBJECT DOWN.htm=object, distance
DX11 MOVE OBJECT LEFT=dx11\Object\DX11 MOVE OBJECT LEFT.htm=object, distance
DX11 MOVE OBJECT RIGHT=dx11\Object\DX11 MOVE OBJECT RIGHT.htm=object, distance
DX11 TURN OBJECT LEFT=dx11\Object\DX11 TURN OBJECT LEFT.htm=object, angle
DX11 TURN OBJECT RIGHT=dx11\Object\DX11 TURN OBJECT RIGHT.htm=object, angle
DX11 PITCH OBJECT UP=dx11\Object\DX11 PITCH OBJECT UP.htm=object, angle
DX11 PITCH OBJECT DOWN=dx11\Object\DX11 PITCH OBJECT DOWN.htm=object, angle
DX11 ROLL OBJECT LEFT=dx11\Object\DX11 ROLL OBJECT LEFT.htm=object, angle
DX11 ROLL OBJECT RIGHT=dx11\Object\DX11 ROLL OBJECT RIGHT.htm=object, angle
DX11 SET OBJECT TO OBJECT ORIENTATION=dx11\Object\DX11 SET OBJECT TO OBJECT ORIENTATION.htm=target, source
DX11 SET OBJECT TO LIMB ORIENTATION=dx11\Object\DX11 SET OBJECT TO LIMB ORIENTATION.htm=object, limb
DX11 SET OBJECT TO CAMERA ORIENTATION=dx11\Object\DX11 SET OBJECT TO CAMERA ORIENTATION.htm=object, camera
DX11 SET OBJECT LOOKAT=dx11\Object\DX11 SET OBJECT LOOKAT.htm=object, x, y, z
DX11 GET OBJECT POSITION X=dx11\Object\DX11 GET OBJECT POSITION X.htm=(object)
DX11 GET OBJECT POSITION Y=dx11\Object\DX11 GET OBJECT POSITION Y.htm=(object)
DX11 GET OBJECT POSITION Z=dx11\Object\DX11 GET OBJECT POSITION Z.htm=(object)
DX11 GET OBJECT ANGLE X=dx11\Object\DX11 GET OBJECT ANGLE X.htm=(object)
DX11 GET OBJECT ANGLE Y=dx11\Object\DX11 GET OBJECT ANGLE Y.htm=(object)
DX11 GET OBJECT ANGLE Z=dx11\Object\DX11 GET OBJECT ANGLE Z.htm=(object)
DX11 GET OBJECT SCALE X=dx11\Object\DX11 GET OBJECT SCALE X.htm=(object)
DX11 GET OBJECT SCALE Y=dx11\Object\DX11 GET OBJECT SCALE Y.htm=(object)
DX11 GET OBJECT SCALE Z=dx11\Object\DX11 GET OBJECT SCALE Z.htm=(object)
DX11 GET OBJECT WORLD MATRIX=dx11\Object\DX11 GET OBJECT WORLD MATRIX.htm=(object, [matrixResult])
DX11 GET OBJECT FORWARD VECTOR=dx11\Object\DX11 GET OBJECT FORWARD VECTOR.htm=(object, [resultVector])
DX11 GET OBJECT UP VECTOR=dx11\Object\DX11 GET OBJECT UP VECTOR.htm=(object, [resultVector])
DX11 GET OBJECT RIGHT VECTOR=dx11\Object\DX11 GET OBJECT RIGHT VECTOR.htm=(object, [resultVector])
DX11 FIX OBJECT PIVOT=dx11\Object\DX11 FIX OBJECT PIVOT.htm=object, [flags]
DX11 GLUE OBJECT TO CAMERA=dx11\Object\DX11 GLUE OBJECT TO CAMERA.htm=source, target
DX11 GLUE OBJECT TO OBJECT=dx11\Object\DX11 GLUE OBJECT TO OBJECT.htm=source, target
DX11 GLUE OBJECT TO LIMB=dx11\Object\DX11 GLUE OBJECT TO LIMB.htm=source, target
DX11 UNGLUE OBJECT=dx11\Object\DX11 UNGLUE OBJECT.htm=object
DX11 SET OBJECT SHADER TECHNIQUE=dx11\Object\DX11 SET OBJECT SHADER TECHNIQUE.htm=object, technique, [pass]
DX11 PICK OBJECT=dx11\Object\DX11 PICK OBJECT.htm=(object, screenX, screenY)
DX11 GET PICK VECTOR X=dx11\Object\DX11 GET PICK VECTOR X.htm=(*no parameters*)

DX11 GET PICK VECTOR y=dx11\Object\DX11 GET PICK VECTOR y.htm=(*no parameters*)

DX11 GET PICK VECTOR Z=dx11\Object\DX11 GET PICK VECTOR Z.htm=(*no parameters*)

DX11 GET PICK DISTANCE=dx11\Object\DX11 GET PICK DISTANCE.htm=(*no parameters*)

DX11 INTERSECT OBJECT=dx11\Object\DX11 INTERSECT OBJECT.htm=(object, originX, originY, originZ, directionX, directionY, directionZ)
DX11 GET INTERSECTED MESH=dx11\Object\DX11 GET INTERSECTED MESH.htm=(*no parameters*)

DX11 GET INTERSECTED MESH=dx11\Object\DX11 GET INTERSECTED MESH.htm=(index)
DX11 CALCULATE SMOOTH OBJECT NORMALS=dx11\Object\DX11 CALCULATE SMOOTH OBJECT NORMALS.htm=object
DX11 SET OBJECT TOPOLOGY=dx11\Object\DX11 SET OBJECT TOPOLOGY.htm=object, [limb], [applyToChildren], topology
DX11 CREATE PIXELMAP=dx11\PixelMap\DX11 CREATE PIXELMAP.htm=(width, height, [fillColour])
DX11 CREATE PIXELMAP FROM MEMORY=dx11\PixelMap\DX11 CREATE PIXELMAP FROM MEMORY.htm=(width, height, ptrSource)
DX11 LOAD PIXELMAP=dx11\PixelMap\DX11 LOAD PIXELMAP.htm=(filename)
DX11 DELETE PIXELMAP=dx11\PixelMap\DX11 DELETE PIXELMAP.htm=pixelMap
DX11 PIXELMAP EXISTS=dx11\PixelMap\DX11 PIXELMAP EXISTS.htm=(pixelMap)
DX11 GET PIXELMAP WIDTH=dx11\PixelMap\DX11 GET PIXELMAP WIDTH.htm=(pixelMap)
DX11 GET PIXELMAP HEIGHT=dx11\PixelMap\DX11 GET PIXELMAP HEIGHT.htm=(pixelMap)
DX11 GET PIXELMAP BUFFER=dx11\PixelMap\DX11 GET PIXELMAP BUFFER.htm=(pixelMap)
DX11 SET PIXELMAP PIXEL=dx11\PixelMap\DX11 SET PIXELMAP PIXEL.htm=pixelMap, x, y, colour
DX11 GET PIXELMAP PIXEL=dx11\PixelMap\DX11 GET PIXELMAP PIXEL.htm=(pixelMap, x, y)
DX11 GET PIXELMAP RECT=dx11\PixelMap\DX11 GET PIXELMAP RECT.htm=(pixelMap, x, y, width, height)
DX11 SET PIXELMAP RECT=dx11\PixelMap\DX11 SET PIXELMAP RECT.htm=targetMap, sourceMap, x, y, [blendColour], [blendOnlyWhite], [epsilon]
DX11 TRIM PIXELMAP=dx11\PixelMap\DX11 TRIM PIXELMAP.htm=pixelMap, [borderSize], [trimX], [trimY]
DX11 LOAD PIXEL SHADER=dx11\PixelShader\DX11 LOAD PIXEL SHADER.htm=(fileName, functionName, [profile])
DX11 DELETE PIXEL SHADER=dx11\PixelShader\DX11 DELETE PIXEL SHADER.htm=shader
DX11 PIXEL SHADER EXISTS=dx11\PixelShader\DX11 PIXEL SHADER EXISTS.htm=(shader)
DX11 GET DEFAULT PIXEL SHADER=dx11\PixelShader\DX11 GET DEFAULT PIXEL SHADER.htm=(*no parameters*)

DX11 CREATE RASTERIZER STATE=dx11\RasterizerState\DX11 CREATE RASTERIZER STATE.htm=(*no parameters*)

DX11 DELETE RASTERIZER STATE=dx11\RasterizerState\DX11 DELETE RASTERIZER STATE.htm=rasterState
DX11 RASTERIZER STATE EXISTS=dx11\RasterizerState\DX11 RASTERIZER STATE EXISTS.htm=(rasterState)
DX11 GET DEFAULT RASTERIZER STATE=dx11\RasterizerState\DX11 GET DEFAULT RASTERIZER STATE.htm=(*no parameters*)

DX11 SET RASTERIZER STATE FILL MODE=dx11\RasterizerState\DX11 SET RASTERIZER STATE FILL MODE.htm=rasterState, fillMode
DX11 SET RASTERIZER STATE CULL MODE=dx11\RasterizerState\DX11 SET RASTERIZER STATE CULL MODE.htm=rasterState, cullMode
DX11 SET RASTERIZER STATE CLOCKWISE FRONT FACE=dx11\RasterizerState\DX11 SET RASTERIZER STATE CLOCKWISE FRONT FACE.htm=rasterState, isClockwiseFront
DX11 SET RASTERIZER STATE DEPTH BIAS=dx11\RasterizerState\DX11 SET RASTERIZER STATE DEPTH BIAS.htm=rasterState, zBias
DX11 SET RASTERIZER STATE MAX DEPTH BIAS=dx11\RasterizerState\DX11 SET RASTERIZER STATE MAX DEPTH BIAS.htm=rasterState, zBiasClamp
DX11 SET RASTERIZER STATE SLOPE SCALED DEPTH BIAS=dx11\RasterizerState\DX11 SET RASTERIZER STATE SLOPE SCALED DEPTH BIAS.htm=rasterState, scalar
DX11 SET RASTERIZER STATE DEPTH CLIPPING ENABLED=dx11\RasterizerState\DX11 SET RASTERIZER STATE DEPTH CLIPPING ENABLED.htm=rasterState, enable
DX11 SET RASTERIZER STATE ANTIALIASED LINE ENABLED=dx11\RasterizerState\DX11 SET RASTERIZER STATE ANTIALIASED LINE ENABLED.htm=rasterState, enable
DX11 SET RASTERIZER STATE ALPHA LINE ANTIALIASING ENABLED=dx11\RasterizerState\DX11 SET RASTERIZER STATE ALPHA LINE ANTIALIASING ENABLED.htm=rasterState, useAlphaLineAA
DX11 CREATE SAMPLER STATE=dx11\SamplerState\DX11 CREATE SAMPLER STATE.htm=(*no parameters*)

DX11 DELETE SAMPLER STATE=dx11\SamplerState\DX11 DELETE SAMPLER STATE.htm=samplerState
DX11 SAMPLER STATE EXISTS=dx11\SamplerState\DX11 SAMPLER STATE EXISTS.htm=(samplerState)
DX11 SET SAMPLER STATE FILTER=dx11\SamplerState\DX11 SET SAMPLER STATE FILTER.htm=samplerState, filter
DX11 SET SAMPLER STATE TEXTURE ADDRESS MODE=dx11\SamplerState\DX11 SET SAMPLER STATE TEXTURE ADDRESS MODE.htm=samplerState, addressModeU, addressModeV, [addressModeW]
DX11 SET SAMPLER STATE LOD=dx11\SamplerState\DX11 SET SAMPLER STATE LOD.htm=samplerState, minLOD, maxLOD
DX11 SET SAMPLER STATE MIP LOD BIAS=dx11\SamplerState\DX11 SET SAMPLER STATE MIP LOD BIAS.htm=samplerState, bias
DX11 SET SAMPLER STATE MAX ANISOTROPY=dx11\SamplerState\DX11 SET SAMPLER STATE MAX ANISOTROPY.htm=samplerState, maxAnisotropy
DX11 SET SAMPLER STATE COMPARISON FUNCTION=dx11\SamplerState\DX11 SET SAMPLER STATE COMPARISON FUNCTION.htm=samplerState, comparisonFunc
DX11 SET SAMPLER STATE BORDER COLOR=dx11\SamplerState\DX11 SET SAMPLER STATE BORDER COLOR.htm=samplerState, colour
DX11 CREATE SHADER TECHNIQUE=dx11\ShaderTechnique\DX11 CREATE SHADER TECHNIQUE.htm=(vertLayout, vertexShader, pixelShader, [geometryShader], [hullShader], [domainShader])
DX11 DELETE SHADER TECHNIQUE=dx11\ShaderTechnique\DX11 DELETE SHADER TECHNIQUE.htm=shaderTechnique
DX11 SHADER TECHNIQUE EXISTS=dx11\ShaderTechnique\DX11 SHADER TECHNIQUE EXISTS.htm=(shaderTechnique)
DX11 SET VERTEX SHADER=dx11\ShaderTechnique\DX11 SET VERTEX SHADER.htm=shaderTechnique, vertLayout, vertexShader
DX11 SET PIXEL SHADER=dx11\ShaderTechnique\DX11 SET PIXEL SHADER.htm=shaderTechnique, pixelShader
DX11 SET GEOMETRY SHADER=dx11\ShaderTechnique\DX11 SET GEOMETRY SHADER.htm=shaderTechnique, geometryShader
DX11 SET TESSELLATION SHADERS=dx11\ShaderTechnique\DX11 SET TESSELLATION SHADERS.htm=shaderTechnique, hullShader, domainShader
DX11 SET RASTERIZER STATE=dx11\ShaderTechnique\DX11 SET RASTERIZER STATE.htm=shaderTechnique, rasterState
DX11 SET BLEND STATE=dx11\ShaderTechnique\DX11 SET BLEND STATE.htm=shaderTechnique, blendState
DX11 SET DEPTH STENCIL STATE=dx11\ShaderTechnique\DX11 SET DEPTH STENCIL STATE.htm=shaderTechnique, depthStencilState
DX11 SET SAMPLER STATE=dx11\ShaderTechnique\DX11 SET SAMPLER STATE.htm=shaderTechnique, stage, samplerState
DX11 ADD CONSTANT BUFFER=dx11\ShaderTechnique\DX11 ADD CONSTANT BUFFER.htm=shaderTechnique, cbuffer
DX11 SET CONSTANT BUFFER=dx11\ShaderTechnique\DX11 SET CONSTANT BUFFER.htm=shaderTechnique, stage, cbuffer
DX11 GET VERTEX LAYOUT=dx11\ShaderTechnique\DX11 GET VERTEX LAYOUT.htm=(shaderTechnique)
DX11 GET RASTERIZER STATE=dx11\ShaderTechnique\DX11 GET RASTERIZER STATE.htm=(shaderTechnique)
DX11 GET BLEND STATE=dx11\ShaderTechnique\DX11 GET BLEND STATE.htm=(shaderTechnique)
DX11 GET SAMPLER STATE=dx11\ShaderTechnique\DX11 GET SAMPLER STATE.htm=(shaderTechnique, stage)
DX11 CREATE SPRITE=dx11\Sprite\DX11 CREATE SPRITE.htm=(image, x, y, [priority], [layer])
DX11 DELETE SPRITE=dx11\Sprite\DX11 DELETE SPRITE.htm=sprite
DX11 SPRITE EXISTS=dx11\Sprite\DX11 SPRITE EXISTS.htm=(sprite)
DX11 SET SPRITE POSITION=dx11\Sprite\DX11 SET SPRITE POSITION.htm=sprite, x, y, [useCenter]
DX11 SET SPRITE ANGLE=dx11\Sprite\DX11 SET SPRITE ANGLE.htm=sprite, angle
DX11 APPLY SPRITE ANGLE=dx11\Sprite\DX11 APPLY SPRITE ANGLE.htm=sprite, angle
DX11 SET SPRITE SIZE=dx11\Sprite\DX11 SET SPRITE SIZE.htm=sprite, width, height
DX11 SET SPRITE PRIORITY=dx11\Sprite\DX11 SET SPRITE PRIORITY.htm=sprite, priority
DX11 GET SPRITE PRIORITY=dx11\Sprite\DX11 GET SPRITE PRIORITY.htm=(sprite)
DX11 SET SPRITE LAYER=dx11\Sprite\DX11 SET SPRITE LAYER.htm=sprite, layer
DX11 GET SPRITE LAYER=dx11\Sprite\DX11 GET SPRITE LAYER.htm=(sprite)
DX11 GET SPRITE POSITION X=dx11\Sprite\DX11 GET SPRITE POSITION X.htm=(sprite)
DX11 GET SPRITE POSITION Y=dx11\Sprite\DX11 GET SPRITE POSITION Y.htm=(sprite)
DX11 GET SPRITE ANGLE=dx11\Sprite\DX11 GET SPRITE ANGLE.htm=(sprite)
DX11 GET SPRITE WIDTH=dx11\Sprite\DX11 GET SPRITE WIDTH.htm=(sprite)
DX11 GET SPRITE HEIGHT=dx11\Sprite\DX11 GET SPRITE HEIGHT.htm=(sprite)
DX11 SET EXCLUDE SPRITE=dx11\Sprite\DX11 SET EXCLUDE SPRITE.htm=sprite, flag
DX11 SET SPRITE CAMERA MASK=dx11\Sprite\DX11 SET SPRITE CAMERA MASK.htm=sprite, mask
DX11 IS SPRITE EXCLUDED=dx11\Sprite\DX11 IS SPRITE EXCLUDED.htm=(sprite)
DX11 IS SPRITE OVERLAPPING=dx11\Sprite\DX11 IS SPRITE OVERLAPPING.htm=(spriteA, spriteB)
DX11 SET SPRITE UV=dx11\Sprite\DX11 SET SPRITE UV.htm=sprite, topLeftU, topLeftV, topRightU, topRightV, bottomLeftU, bottomLeftV, bottomRightU, bottomRightV
DX11 MIRROR SPRITE=dx11\Sprite\DX11 MIRROR SPRITE.htm=sprite
DX11 FLIP SPRITE=dx11\Sprite\DX11 FLIP SPRITE.htm=sprite
DX11 SET SPRITE SHEET SPLIT=dx11\Sprite\DX11 SET SPRITE SHEET SPLIT.htm=sprite, across, down
DX11 SET SPRITE FRAME=dx11\Sprite\DX11 SET SPRITE FRAME.htm=sprite, frame
DX11 GET SPRITE FRAME=dx11\Sprite\DX11 GET SPRITE FRAME.htm=(sprite)
DX11 PLAY SPRITE=dx11\Sprite\DX11 PLAY SPRITE.htm=sprite, startFrame, finishFrame, [loop], [fps]
DX11 STOP SPRITE=dx11\Sprite\DX11 STOP SPRITE.htm=sprite, [frame]
DX11 RESUME SPRITE=dx11\Sprite\DX11 RESUME SPRITE.htm=sprite, [startFrame]
DX11 IS SPRITE PLAYING=dx11\Sprite\DX11 IS SPRITE PLAYING.htm=(sprite)
DX11 IS SPRITE LOOPING=dx11\Sprite\DX11 IS SPRITE LOOPING.htm=(sprite)
DX11 SET SPRITE IMAGE=dx11\Sprite\DX11 SET SPRITE IMAGE.htm=sprite, image, [stage]
DX11 GET SPRITE IMAGE=dx11\Sprite\DX11 GET SPRITE IMAGE.htm=(sprite, [stage])
DX11 SET SPRITE BUFFER=dx11\Sprite\DX11 SET SPRITE BUFFER.htm=sprite, buffer, [stage]
DX11 SET SPRITE SHADER=dx11\Sprite\DX11 SET SPRITE SHADER.htm=sprite, pixelShader
DX11 GET DEFAULT SPRITE SHADER=dx11\Sprite\DX11 GET DEFAULT SPRITE SHADER.htm=(*no parameters*)

DX11 GET SPRITE SHADER=dx11\Sprite\DX11 GET SPRITE SHADER.htm=(sprite)
DX11 SET SPRITE CONSTANT BUFFER=dx11\Sprite\DX11 SET SPRITE CONSTANT BUFFER.htm=sprite, constantBuffer
DX11 GET SPRITE CONSTANT BUFFER=dx11\Sprite\DX11 GET SPRITE CONSTANT BUFFER.htm=(sprite)
DX11 CREATE SPRITE LAYER=dx11\SpriteLayer\DX11 CREATE SPRITE LAYER.htm=(priority)
DX11 DELETE SPRITE LAYER=dx11\SpriteLayer\DX11 DELETE SPRITE LAYER.htm=layer
DX11 SPRITE LAYER EXISTS=dx11\SpriteLayer\DX11 SPRITE LAYER EXISTS.htm=(layer)
DX11 SET SPRITE LAYER PRIORITY=dx11\SpriteLayer\DX11 SET SPRITE LAYER PRIORITY.htm=layer, priority
DX11 GET SPRITE LAYER PRIORITY=dx11\SpriteLayer\DX11 GET SPRITE LAYER PRIORITY.htm=(layer)
DX11 SET EXCLUDE SPRITE LAYER=dx11\SpriteLayer\DX11 SET EXCLUDE SPRITE LAYER.htm=layer, flag
DX11 IS SPRITE LAYER EXCLUDED=dx11\SpriteLayer\DX11 IS SPRITE LAYER EXCLUDED.htm=(layer)
DX11 GET DEFAULT SPRITE LAYER=dx11\SpriteLayer\DX11 GET DEFAULT SPRITE LAYER.htm=(*no parameters*)

DX11 GET GUI SPRITE LAYER=dx11\SpriteLayer\DX11 GET GUI SPRITE LAYER.htm=(*no parameters*)

DX11 CREATE VERTEX LAYOUT=dx11\VertexLayout\DX11 CREATE VERTEX LAYOUT.htm=(*no parameters*)

DX11 DELETE VERTEX LAYOUT=dx11\VertexLayout\DX11 DELETE VERTEX LAYOUT.htm=vertLayout
DX11 VERTEX LAYOUT EXISTS=dx11\VertexLayout\DX11 VERTEX LAYOUT EXISTS.htm=(vertLayout)
DX11 GET VERTEX LAYOUT BY FVF=dx11\VertexLayout\DX11 GET VERTEX LAYOUT BY FVF.htm=(fvf)
DX11 ADD VERTEX LAYOUT ELEMENT=dx11\VertexLayout\DX11 ADD VERTEX LAYOUT ELEMENT.htm=vertLayout, semanticName, [semanticIndex], format
DX11 GET VERTEX LAYOUT SIZE=dx11\VertexLayout\DX11 GET VERTEX LAYOUT SIZE.htm=(vertLayout)
DX11 GET VERTEX LAYOUT NUM ELEMENTS=dx11\VertexLayout\DX11 GET VERTEX LAYOUT NUM ELEMENTS.htm=(vertLayout)
DX11 GET VERTEX LAYOUT ELEMENT OFFSET=dx11\VertexLayout\DX11 GET VERTEX LAYOUT ELEMENT OFFSET.htm=(vertLayout, semanticName, [semanticId])
DX11 FINALIZE VERTEX LAYOUT=dx11\VertexLayout\DX11 FINALIZE VERTEX LAYOUT.htm=vertLayout
DX11 CREATE VERTEX=dx11\VertexLayout\DX11 CREATE VERTEX.htm=(vertLayout)
DX11 SET VERTEX INTEGER=dx11\VertexLayout\DX11 SET VERTEX INTEGER.htm=vertex, semanticName, [semanticIndex], offset, value
DX11 SET VERTEX FLOAT=dx11\VertexLayout\DX11 SET VERTEX FLOAT.htm=vertex, semanticName, [semanticIndex], offset, value
DX11 SET VERTEX BYTE=dx11\VertexLayout\DX11 SET VERTEX BYTE.htm=vertex, semanticName, [semanticIndex], offset, value
DX11 SET VERTEX WORD=dx11\VertexLayout\DX11 SET VERTEX WORD.htm=vertex, semanticName, [semanticIndex], offset, value
DX11 SET VERTEX DWORD=dx11\VertexLayout\DX11 SET VERTEX DWORD.htm=vertex, semanticName, [semanticIndex], offset, value
DX11 SET VERTEX VECTOR2=dx11\VertexLayout\DX11 SET VERTEX VECTOR2.htm=vertex, semanticName, [semanticIndex], offset, vector
DX11 SET VERTEX VECTOR3=dx11\VertexLayout\DX11 SET VERTEX VECTOR3.htm=vertex, semanticName, [semanticIndex], offset, vector
DX11 SET VERTEX VECTOR4=dx11\VertexLayout\DX11 SET VERTEX VECTOR4.htm=vertex, semanticName, [semanticIndex], offset, vector
DX11 SET VERTEX MATRIX=dx11\VertexLayout\DX11 SET VERTEX MATRIX.htm=vertex, semanticName, [semanticIndex], offset, matrix
DX11 GET VERTEX INTEGER=dx11\VertexLayout\DX11 GET VERTEX INTEGER.htm=(vertex, semanticName, [semanticIndex], offset)
DX11 GET VERTEX FLOAT=dx11\VertexLayout\DX11 GET VERTEX FLOAT.htm=(vertex, semanticName, [semanticIndex], offset)
DX11 GET VERTEX BYTE=dx11\VertexLayout\DX11 GET VERTEX BYTE.htm=(vertex, semanticName, [semanticIndex], offset)
DX11 GET VERTEX WORD=dx11\VertexLayout\DX11 GET VERTEX WORD.htm=(vertex, semanticName, [semanticIndex], offset)
DX11 GET VERTEX DWORD=dx11\VertexLayout\DX11 GET VERTEX DWORD.htm=(vertex, semanticName, [semanticIndex], offset)
DX11 GET VERTEX VECTOR2=dx11\VertexLayout\DX11 GET VERTEX VECTOR2.htm=vertex, semanticName, [semanticIndex], offset, vector
DX11 GET VERTEX VECTOR3=dx11\VertexLayout\DX11 GET VERTEX VECTOR3.htm=vertex, semanticName, [semanticIndex], offset, vector
DX11 GET VERTEX VECTOR4=dx11\VertexLayout\DX11 GET VERTEX VECTOR4.htm=vertex, semanticName, [semanticIndex], offset, vector
DX11 GET VERTEX MATRIX=dx11\VertexLayout\DX11 GET VERTEX MATRIX.htm=vertex, semanticName, [semanticIndex], offset, matrix
DX11 GET VERTEX SIZE=dx11\VertexLayout\DX11 GET VERTEX SIZE.htm=(vertex)
DX11 COPY VERTEX BUFFER DATA=dx11\VertexLayout\DX11 COPY VERTEX BUFFER DATA.htm=vertex, ptr
DX11 GET DEFAULT VERTEX LAYOUT=dx11\VertexLayout\DX11 GET DEFAULT VERTEX LAYOUT.htm=(*no parameters*)

DX11 LOAD VERTEX SHADER=dx11\VertexShader\DX11 LOAD VERTEX SHADER.htm=(fileName, functionName, profile)
DX11 DELETE VERTEX SHADER=dx11\VertexShader\DX11 DELETE VERTEX SHADER.htm=shader
DX11 VERTEX SHADER EXISTS=dx11\VertexShader\DX11 VERTEX SHADER EXISTS.htm=(shader)
DX11 GET DEFAULT VERTEX SHADER=dx11\VertexShader\DX11 GET DEFAULT VERTEX SHADER.htm=(*no parameters*)

#ZPC ENABLE ERROR LINE REPORTING=dx11\Core\#ZPC.html=*Enables line number reporting on errors when using the Ziggurat (DX11) plugin*

#ZPC DISABLE ERROR LINE REPORTING=dx11\Core\#ZPC.html=*Disables line number reporting on errors when using the Ziggurat (DX11) plugin*