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Uses of Package Microsoft.Xna.Framework.Graphics
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<B>Uses of Package<br>Microsoft.Xna.Framework.Graphics</B></H2>
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Packages that use <A HREF="../../../../Microsoft/Xna/Framework/Graphics/package-summary.html">Microsoft.Xna.Framework.Graphics</A></FONT></TH>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><A HREF="#Microsoft.Xna.Framework.GamerServices"><B>Microsoft.Xna.Framework.GamerServices</B></A></TD>
<TD>&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><A HREF="#Microsoft.Xna.Framework.Graphics"><B>Microsoft.Xna.Framework.Graphics</B></A></TD>
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Classes in <A HREF="../../../../Microsoft/Xna/Framework/Graphics/package-summary.html">Microsoft.Xna.Framework.Graphics</A> used by <A HREF="../../../../Microsoft/Xna/Framework/GamerServices/package-summary.html">Microsoft.Xna.Framework.GamerServices</A></FONT></TH>
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<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/Texture2D.html#Microsoft.Xna.Framework.GamerServices"><B>Texture2D</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Represents a 2D grid of texels.</TD>
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Classes in <A HREF="../../../../Microsoft/Xna/Framework/Graphics/package-summary.html">Microsoft.Xna.Framework.Graphics</A> used by <A HREF="../../../../Microsoft/Xna/Framework/Graphics/package-summary.html">Microsoft.Xna.Framework.Graphics</A></FONT></TH>
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<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/Blend.html#Microsoft.Xna.Framework.Graphics"><B>Blend</B></A></B>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines color blending factors.</TD>
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<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/BlendFunction.html#Microsoft.Xna.Framework.Graphics"><B>BlendFunction</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines how to combine a source color with the destination color already on the render target for color blending.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/BlendState.html#Microsoft.Xna.Framework.Graphics"><B>BlendState</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Contains blend state for the device.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/BufferUsage.html#Microsoft.Xna.Framework.Graphics"><B>BufferUsage</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Specifies special usage of the buffer contents.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/ClearOptions.html#Microsoft.Xna.Framework.Graphics"><B>ClearOptions</B></A></B>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/ColorWriteChannels.html#Microsoft.Xna.Framework.Graphics"><B>ColorWriteChannels</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines the color channels that can be chosen for a per-channel write to a render target color buffer.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/CompareFunction.html#Microsoft.Xna.Framework.Graphics"><B>CompareFunction</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/CubeMapFace.html#Microsoft.Xna.Framework.Graphics"><B>CubeMapFace</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines the faces of a cube map in the TextureCube class type.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/CullMode.html#Microsoft.Xna.Framework.Graphics"><B>CullMode</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines winding orders that may be used to identify back faces for culling.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/DepthFormat.html#Microsoft.Xna.Framework.Graphics"><B>DepthFormat</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines the format of data in a depth-stencil buffer.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/DepthStencilState.html#Microsoft.Xna.Framework.Graphics"><B>DepthStencilState</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Contains depth-stencil state for the device.</TD>
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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/DeviceType.html#Microsoft.Xna.Framework.Graphics"><B>DeviceType</B></A></B>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/DisplayMode.html#Microsoft.Xna.Framework.Graphics"><B>DisplayMode</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Describes the display mode.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/Effect.html#Microsoft.Xna.Framework.Graphics"><B>Effect</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Used to set and query effects, and to choose techniques.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/FillMode.html#Microsoft.Xna.Framework.Graphics"><B>FillMode</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Describes options for filling the vertices and lines that define a primitive.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/GraphicsAdapter.html#Microsoft.Xna.Framework.Graphics"><B>GraphicsAdapter</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/GraphicsDevice.html#Microsoft.Xna.Framework.Graphics"><B>GraphicsDevice</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/GraphicsDeviceStatus.html#Microsoft.Xna.Framework.Graphics"><B>GraphicsDeviceStatus</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Describes the status of the device.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/GraphicsProfile.html#Microsoft.Xna.Framework.Graphics"><B>GraphicsProfile</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Identifies the set of supported devices for the game based on device capabilities.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/GraphicsResource.html#Microsoft.Xna.Framework.Graphics"><B>GraphicsResource</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Queries and prepares resources.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/PresentationParameters.html#Microsoft.Xna.Framework.Graphics"><B>PresentationParameters</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/PresentInterval.html#Microsoft.Xna.Framework.Graphics"><B>PresentInterval</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/PrimitiveType.html#Microsoft.Xna.Framework.Graphics"><B>PrimitiveType</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/RasterizerState.html#Microsoft.Xna.Framework.Graphics"><B>RasterizerState</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Contains Rasterizer State, which determines how to convert vector data (shapes) into raster data (pixels).</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/RenderTarget2D.html#Microsoft.Xna.Framework.Graphics"><B>RenderTarget2D</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/RenderTargetBinding.html#Microsoft.Xna.Framework.Graphics"><B>RenderTargetBinding</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Binds an array of render targets.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/RenderTargetCube.html#Microsoft.Xna.Framework.Graphics"><B>RenderTargetCube</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Represents a cubic texture resource that will be written to at the end of a render pass.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/RenderTargetUsage.html#Microsoft.Xna.Framework.Graphics"><B>RenderTargetUsage</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Determines how render target data is used once a new render target is set.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/ResourceCreatedEventArgs.html#Microsoft.Xna.Framework.Graphics"><B>ResourceCreatedEventArgs</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/ResourceDestroyedEventArgs.html#Microsoft.Xna.Framework.Graphics"><B>ResourceDestroyedEventArgs</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/SamplerState.html#Microsoft.Xna.Framework.Graphics"><B>SamplerState</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Contains sampler state, which determines how to sample texture data.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/SaveStateMode.html#Microsoft.Xna.Framework.Graphics"><B>SaveStateMode</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/ShaderProfile.html#Microsoft.Xna.Framework.Graphics"><B>ShaderProfile</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/SpriteEffects.html#Microsoft.Xna.Framework.Graphics"><B>SpriteEffects</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines sprite mirroring options.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/SpriteFont.html#Microsoft.Xna.Framework.Graphics"><B>SpriteFont</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/SpriteSortMode.html#Microsoft.Xna.Framework.Graphics"><B>SpriteSortMode</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines sprite sort-rendering options.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/StencilOperation.html#Microsoft.Xna.Framework.Graphics"><B>StencilOperation</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines stencil buffer operations.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/SurfaceFormat.html#Microsoft.Xna.Framework.Graphics"><B>SurfaceFormat</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines various types of surface formats.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/Texture.html#Microsoft.Xna.Framework.Graphics"><B>Texture</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Represents a texture resource</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/Texture2D.html#Microsoft.Xna.Framework.Graphics"><B>Texture2D</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Represents a 2D grid of texels.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/TextureAddressMode.html#Microsoft.Xna.Framework.Graphics"><B>TextureAddressMode</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines modes for addressing texels using texture coordinates that are outside of the typical range of 0.0 to 1.0.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/TextureCollection.html#Microsoft.Xna.Framework.Graphics"><B>TextureCollection</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Represents a collection of Texture objects.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/TextureCube.html#Microsoft.Xna.Framework.Graphics"><B>TextureCube</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Represents a set of six 2D textures, one for each face of a cube.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/TextureFilter.html#Microsoft.Xna.Framework.Graphics"><B>TextureFilter</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines filtering types during texture sampling.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/VertexBuffer.html#Microsoft.Xna.Framework.Graphics"><B>VertexBuffer</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Represents a list of 3D vertices to be streamed to the graphics device.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/VertexDeclaration.html#Microsoft.Xna.Framework.Graphics"><B>VertexDeclaration</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;A vertex declaration, which defines per-vertex data.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/VertexElement.html#Microsoft.Xna.Framework.Graphics"><B>VertexElement</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines input vertex data to the pipeline.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/VertexElementFormat.html#Microsoft.Xna.Framework.Graphics"><B>VertexElementFormat</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines vertex element formats.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/VertexElementUsage.html#Microsoft.Xna.Framework.Graphics"><B>VertexElementUsage</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines usage for vertex elements.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><B><A HREF="../../../../Microsoft/Xna/Framework/Graphics/class-use/Viewport.html#Microsoft.Xna.Framework.Graphics"><B>Viewport</B></A></B>
<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Defines the window dimensions of a render-target surface onto which a 3D volume projects.</TD>
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