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Wildvine Engine
Referencia Doxygen del codigo propio de Wildvine Engine.
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Lista completa de los miembros de Device, incluyendo todos los heredados:
| CreateBuffer(const D3D11_BUFFER_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Buffer **ppBuffer) | Device | |
| CreateDepthStencilView(ID3D11Resource *pResource, const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, ID3D11DepthStencilView **ppDepthStencilView) | Device | |
| CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, unsigned int NumElements, const void *pShaderBytecodeWithInputSignature, unsigned int BytecodeLength, ID3D11InputLayout **ppInputLayout) | Device | |
| CreatePixelShader(const void *pShaderBytecode, unsigned int BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11PixelShader **ppPixelShader) | Device | |
| CreateRenderTargetView(ID3D11Resource *pResource, const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, ID3D11RenderTargetView **ppRTView) | Device | |
| CreateSamplerState(const D3D11_SAMPLER_DESC *pSamplerDesc, ID3D11SamplerState **ppSamplerState) | Device | |
| CreateTexture2D(const D3D11_TEXTURE2D_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Texture2D **ppTexture2D) | Device | |
| CreateVertexShader(const void *pShaderBytecode, unsigned int BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11VertexShader **ppVertexShader) | Device | |
| destroy() | Device | |
| Device()=default | Device | |
| init() | Device | |
| m_device | Device | |
| render() | Device | |
| update() | Device | |
| ~Device()=default | Device |