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Articles / Desktop Programming / Windows Forms

XNA Image Reflector. Easily Create Web2.0-like Reflected Images

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23 Nov 2007CPOL7 min read 76.6K   1.5K   79  
This article describes XNAImageReflector - a Windows application that integrates XNA rendering and maths for easily creating web2.0-like reflected images, with post-processing effects.
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    <member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Pause">
      <summary>Pauses all sounds associated with this category.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Resume">
      <summary>Resumes all paused sounds associated with this category.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.SetVolume(System.Single)">
      <summary>Sets the volume of all sounds associated with this category.</summary>
      <param name="volume">Volume value, between 0 and 1, where 0 is minimum volume (muted), and 1 is maximum volume.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioCategory.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
      <summary>Stops all sounds associated with this category.</summary>
      <param name="options">Enumerated value specifying how the sounds should be stopped.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioCategory.Name">
      <summary>Specifies the friendly name of this category.</summary>
      <returns>Friendly name of this category.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.AudioCategory">
      <summary>Represents a particular category of sounds.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEmitter.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEmitter.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEmitter.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEmitter.op_Equality(Microsoft.Xna.Framework.Audio.AudioEmitter,Microsoft.Xna.Framework.Audio.AudioEmitter)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEmitter.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object to compare to.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEmitter.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEmitter.op_Inequality(Microsoft.Xna.Framework.Audio.AudioEmitter,Microsoft.Xna.Framework.Audio.AudioEmitter)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioEmitter.DopplerScale">
      <summary>Gets or sets a scalar applied to the level of Doppler effect calculated between this and any AudioListener.</summary>
      <returns>The Doppler scale value.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioEmitter.Forward">
      <summary>Gets or sets the forward orientation vector for this emitter.</summary>
      <returns>The forward orientation vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioEmitter.Position">
      <summary>Gets or sets the position of this emitter.</summary>
      <returns>The position vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioEmitter.Up">
      <summary>Gets or sets the upward orientation vector for this emitter.</summary>
      <returns>The upward orientation vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioEmitter.Velocity">
      <summary>Gets or sets the velocity vector of this emitter.</summary>
      <returns>The velocity vector.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.AudioEmitter">
      <summary>Represents a 3D audio emitter. This object, used in combination with an Framework.Audio.AudioListener and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String)">
      <summary>Initializes a new instance of this class, using a path to an XACT global settings file.</summary>
      <param name="settingsFile">Path to a global settings file.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.#ctor(System.String,System.TimeSpan,System.Guid)">
      <summary>Initializes a new instance of this class, using a settings file, a specific audio renderer, and a specific speaker configuration.</summary>
      <param name="settingsFile">Path to a global settings file.</param>
      <param name="lookAheadTime">Interactive audio and branch event look-ahead time, in milliseconds.</param>
      <param name="rendererId">ID that specifies the audio renderer to use.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Audio.AudioEngine.Disposing">
      <summary>
        Occurs when AudioEngine.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).
      </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Audio.AudioEngine.ContentVersion">
      <summary>Specifies the current content version.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.raise_Disposing(System.Object,System.EventArgs)">
      <summary>Raises the AudioEngine.Disposing event when called from within a derived class.</summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.op_Equality(Microsoft.Xna.Framework.Audio.AudioEngine,Microsoft.Xna.Framework.Audio.AudioEngine)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to compare.</param>
      <returns>true if the objects are equivalent; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetCategory(System.String)">
      <summary>Gets an audio category.</summary>
      <param name="name">Friendly name of the category to get.</param>
      <returns>Audio category.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetGlobalVariable(System.String)">
      <summary>Gets the value of a global variable.</summary>
      <param name="name">Friendly name of the variable.</param>
      <returns>Value of the variable.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.op_Inequality(Microsoft.Xna.Framework.Audio.AudioEngine,Microsoft.Xna.Framework.Audio.AudioEngine)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.SetGlobalVariable(System.String,System.Single)">
      <summary>Sets the value of a global variable.</summary>
      <param name="name">Value of the global variable.</param>
      <param name="value">Friendly name of the global variable.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioEngine.Update">
      <summary>Performs periodic work required by the audio engine.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioEngine.RendererDetails">
      <summary>Gets a collection of audio renderers.</summary>
      <returns>Collection of audio renderers.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.AudioEngine">
      <summary>Represents the audio engine. Applications use the methods of the audio engine to instantiate and manipulate core audio objects.
</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioListener.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioListener.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioListener.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioListener.op_Equality(Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioListener)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
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    <member name="M:Microsoft.Xna.Framework.Audio.AudioListener.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object to compare to.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.AudioListener.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
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    <member name="M:Microsoft.Xna.Framework.Audio.AudioListener.op_Inequality(Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioListener)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioListener.Forward">
      <summary>Gets or sets the forward orientation vector for this listener.</summary>
      <returns>The forward orientation vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioListener.Position">
      <summary>Gets or sets the position of this listener.</summary>
      <returns>The position vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioListener.Up">
      <summary>Gets or sets the upward orientation vector for this listener.</summary>
      <returns>The upward orientation vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.AudioListener.Velocity">
      <summary>Gets or sets the velocity vector of this listener.</summary>
      <returns>The velocity vector.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.AudioListener">
      <summary>
    Represents a 3D audio listener. This object, used in combination with an Framework.Audio.AudioEmitter and the Cue.Apply3D method, can simulate 3D audio effects for a given Framework.Audio.Cue.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.Apply3D(Microsoft.Xna.Framework.Audio.AudioListener,Microsoft.Xna.Framework.Audio.AudioEmitter)">
      <summary>Calculates the 3D audio values between an AudioEmitter and an AudioListener object, and applies the resulting values to this Cue.</summary>
      <param name="listener">The listener to calculate.</param>
      <param name="emitter">The emitter to calculate.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.op_Equality(Microsoft.Xna.Framework.Audio.Cue,Microsoft.Xna.Framework.Audio.Cue)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object to compare.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.GetVariable(System.String)">
      <summary>Gets a cue-instance variable value based on its friendly name.</summary>
      <param name="name">Friendly name of the variable.</param>
      <returns>Value of the variable.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.op_Inequality(Microsoft.Xna.Framework.Audio.Cue,Microsoft.Xna.Framework.Audio.Cue)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.Pause">
      <summary>Pauses playback.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.Play">
      <summary>Requests playback of a prepared or preparing Cue.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.Resume">
      <summary>Resumes playback of a paused Cue.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.SetVariable(System.String,System.Single)">
      <summary>Sets the value of a cue-instance variable based on its friendly name.</summary>
      <param name="name">Friendly name of the variable to set.</param>
      <param name="value">Value to assign to the variable.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.Cue.Stop(Microsoft.Xna.Framework.Audio.AudioStopOptions)">
      <summary>Stops playback of a Cue.</summary>
      <param name="options">Enumerated value specifying how the sound should stop. If set to None, the sound will play any release phase or transition specified in the audio designer. If set to Immediate, the sound will stop immediately, ignoring any release phases or transitions.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.IsCreated">
      <summary>Returns whether the cue has been created.</summary>
      <returns>true if the cue is created; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.IsDisposed">
      <summary>Gets a value indicating whether the object has been disposed. </summary>
      <returns>true if the object has been disposed; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPaused">
      <summary>Returns whether the cue is currently paused.</summary>
      <returns>true if the cue is paused; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPlaying">
      <summary>Returns whether the cue is playing.</summary>
      <returns>true if the cue is playing; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPrepared">
      <summary>Returns whether the cue is prepared to play.</summary>
      <returns>true if the cue is prepared to play; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.IsPreparing">
      <summary>Returns whether the cue is preparing to play.</summary>
      <returns>true if the cue is preparing to play; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopped">
      <summary>Returns whether the cue is currently stopped.</summary>
      <returns>true if the cue is stopped; false if otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.IsStopping">
      <summary>Returns whether the cue is stopping playback.</summary>
      <returns>true if the cue is stopping; false if otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.Cue.Name">
      <summary>Returns the friendly name of the cue.</summary>
      <returns>Friendly name of the cue.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.Cue">
      <summary>Defines methods for managing the playback of sounds.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.InstancePlayLimitException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.InstancePlayLimitException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.InstancePlayLimitException.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.InstancePlayLimitException">
      <summary>Exception thrown when a sound or cue has reached an instance limit and can not be played.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.NoAudioHardwareException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.NoAudioHardwareException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.NoAudioHardwareException.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.NoAudioHardwareException">
      <summary>The exception that is thrown when no audio hardware is present, or when audio hardware is installed but device drivers for the audio hardware are not present or enabled.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Equality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to compare to this object.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.op_Inequality(Microsoft.Xna.Framework.Audio.RendererDetail,Microsoft.Xna.Framework.Audio.RendererDetail)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.RendererDetail.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.FriendlyName">
      <summary>Gets the human-readable name for the renderer.</summary>
      <returns>The name of the renderer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.RendererDetail.RendererId">
      <summary>Specifies the GUID that identifies the renderer.</summary>
      <returns>GUID of the renderer.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.RendererDetail">
      <summary>Represents an audio renderer, which is a device that can render audio to a user.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
      <summary>Initializes a new instance of this class using a sound bank from file.</summary>
      <param name="audioEngine">Audio engine that will be associated with this sound bank.</param>
      <param name="filename">Path to the sound bank file.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Audio.SoundBank.Disposing">
      <summary>
        Occurs when SoundBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the SoundBank.Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.op_Equality(Microsoft.Xna.Framework.Audio.SoundBank,Microsoft.Xna.Framework.Audio.SoundBank)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object to compare.</param>
      <returns>true if the objects are equivalent; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.GetCue(System.String)">
      <summary>Gets a cue from the sound bank.</summary>
      <param name="name">Friendly name of the cue to get.</param>
      <returns>Cue object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.op_Inequality(Microsoft.Xna.Framework.Audio.SoundBank,Microsoft.Xna.Framework.Audio.SoundBank)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.SoundBank.PlayCue(System.String)">
      <summary>Plays a cue.</summary>
      <param name="name">Name of the cue to play.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.SoundBank.IsInUse">
      <summary>Returns whether the sound bank is currently in use.</summary>
      <returns>true if the sound bank is in use; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.SoundBank">
      <summary>Represents a sound bank, which is a collection of cues.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String)">
      <summary>Initializes a new, in-memory instance of this class using a specified AudioEngine and path to a wave bank file.</summary>
      <param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
      <param name="nonStreamingWaveBankFilename">Path to the wave bank file to load.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.#ctor(Microsoft.Xna.Framework.Audio.AudioEngine,System.String,System.Int32,System.Int16)">
      <summary>Initializes a new, streaming instance of this class, using a provided AudioEngine and streaming wave bank parameters.</summary>
      <param name="audioEngine">Instance of an AudioEngine to associate this wave bank with.</param>
      <param name="streamingWaveBankFilename">Path to the wave bank file to stream from.</param>
      <param name="offset">Offset within the wave bank data file. This offset must be DVD sector aligned.</param>
      <param name="packetsize">Stream packet size, in sectors, to use for each stream. The minimum value is 2.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Audio.WaveBank.Disposing">
      <summary>
        Occurs when WaveBank.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.raise_Disposing(System.Object,System.EventArgs)">
      <summary>Raises the WaveBank.Disposing event when called from within a derived class.</summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.op_Equality(Microsoft.Xna.Framework.Audio.WaveBank,Microsoft.Xna.Framework.Audio.WaveBank)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to compare.</param>
      <returns>true if the objects are equivalent; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Audio.WaveBank.op_Inequality(Microsoft.Xna.Framework.Audio.WaveBank,Microsoft.Xna.Framework.Audio.WaveBank)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsInUse">
      <summary>Returns whether the wave bank is currently in use.</summary>
      <returns>true if the wave bank is in use; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Audio.WaveBank.IsPrepared">
      <summary>Returns whether the wave bank is prepared to play.</summary>
      <returns>true if the wave bank is prepared; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.WaveBank">
      <summary>Represents a wave bank, which is a collection of wave files.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Audio.AudioStopOptions">
      <summary>Controls how Cue objects should stop when Cue.Stop is called.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Audio.AudioStopOptions.AsAuthored">
      <summary>Indicates the cue should stop normally, playing any release phase or transition specified in the content.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Audio.AudioStopOptions.Immediate">
      <summary>Indicates the cue should stop immediately, ignoring any release phase or transition specified in the content.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentLoadException.#ctor(System.String,System.Exception)">
      <summary>Creates a new instance of ContentLoadException.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="innerException">The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentLoadException.#ctor(System.String)">
      <summary>
    Creates a new instance of ContentLoadException.
  </summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentLoadException.#ctor">
      <summary>
    Creates a new instance of ContentLoadException.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentLoadException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
      <summary>
    Creates a new instance of ContentLoadException.
  </summary>
      <param name="info">Describes the value types that were being loaded when the exception occurred.</param>
      <param name="context">Describes the stream where the exception occurred.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentLoadException">
      <summary>Exception used to report errors from the ContentManager.Load method.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentManager.#ctor(System.IServiceProvider)">
      <summary>
    Initializes a new instance of ContentManager.
  </summary>
      <param name="serviceProvider">The service provider that the ContentManager should use to locate services.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentManager.#ctor(System.IServiceProvider,System.String)">
      <summary>
    Initializes a new instance of ContentManager.
  </summary>
      <param name="serviceProvider">The service provider the ContentManager should use to locate services.</param>
      <param name="rootDirectory">The root directory to search for content.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentManager.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the ContentManager and optionally releases the managed resources.
  </summary>
      <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentManager.Dispose">
      <summary>
    Releases all resources used by the ContentManager class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentManager.Load``1(System.String)">
      <summary>Loads an asset that has been processed by the Content Pipeline.</summary>
      <param name="assetName">Asset name, relative to the loader root directory, and not including the .xnb file extension.</param>
      <returns>The loaded asset. Repeated calls to load the same asset will return the same object instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentManager.OpenStream(System.String)">
      <summary>
    Opens a stream for reading the specified asset. Derived classes can replace this to implement pack files or asset compression.
  </summary>
      <param name="assetName">The name of the asset being read.</param>
      <returns>The opened stream.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentManager.ReadAsset``1(System.String,System.Action{System.IDisposable})">
      <summary>Low-level worker method that reads asset data.</summary>
      <param name="assetName">The name of the asset to be loaded from disk.</param>
      <param name="recordDisposableObject">Delegate function for handling the disposition of assets.
        If recordDisposableObject is null, the default lifespan tracking and 
        management is used, so unloading or disposing of the content manager frees everything that has been 
        loaded through it. If recordDisposableObject
        specifies a valid delegate, that delegate is used instead of the default lifespan tracking 
        and is called every time the loader encounters a type that implements System.IDisposable.
        You must use your own code to unload assets loaded in this fashion, since ContentManager's
        ContentManager.Unload method will not be aware of them.</param>
      <returns>Returns the loaded asset.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentManager.Unload">
      <summary>Disposes all data that was loaded by this ContentManager.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentManager.RootDirectory">
      <summary>Gets the root directory associated with this ContentManager.</summary>
      <returns>The root directory associated with this ContentManager.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentManager.ServiceProvider">
      <summary>Gets the service provider associated with the ContentManager.</summary>
      <returns>
        The service provider associated with the ContentManager.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentManager">
      <summary>
    The ContentManager is the run-time component which loads managed
    objects from the binary files produced by the design time content pipeline.
    It also manages the lifespan of the loaded objects, disposing the content
    manager will also dispose any assets which are themselves System.IDisposable.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadExternalReference``1">
      <summary>Reads a link to an external file.</summary>
      <returns>The asset stored in the external file.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadMatrix">
      <summary>Reads a Framework.Matrix value from the currently open stream.</summary>
      <returns>The Framework.Matrix
     that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadObject``1(``0)">
      <summary>Reads a single managed object from the current stream. Can be called recursively.</summary>
      <param name="existingInstance">An existing object to write into.</param>
      <returns>The object that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadObject``1(Microsoft.Xna.Framework.Content.ContentTypeReader,``0)">
      <summary>Reads a single managed object from the current stream. Can be called recursively.</summary>
      <param name="typeReader">The ContentTypeReader to use to read the object.</param>
      <param name="existingInstance">An existing object to write into.</param>
      <returns>The object that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadObject``1">
      <summary>Reads a single managed object from the current stream. Can be called recursively.</summary>
      <returns>The object that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadObject``1(Microsoft.Xna.Framework.Content.ContentTypeReader)">
      <summary>Reads a single managed object from the current stream. Can be called recursively.</summary>
      <param name="typeReader">The ContentTypeReader to use to read the object.</param>
      <returns>The object that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadQuaternion">
      <summary>
    Reads a Framework.Quaternion value from the current stream.
  </summary>
      <returns>The Framework.Quaternion
     that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadRawObject``1(``0)">
      <summary>
    Reads a single managed object from the current stream as an instance of the specified type.
    If you specify a base class of the actual object type, the method reads data only from the base type.
  </summary>
      <param name="existingInstance">An existing object to write into.</param>
      <returns>The object that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadRawObject``1(Microsoft.Xna.Framework.Content.ContentTypeReader,``0)">
      <summary>
    Reads a single managed object from the current stream as an instance of the specified type.
    If you specify a base class of the actual object type, this method reads data only from the base type.
  </summary>
      <param name="typeReader">The ContentTypeReader to use to read the object.</param>
      <param name="existingInstance">An existing object to write into.</param>
      <returns>The object that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadRawObject``1">
      <summary>
    Reads a single managed object from the current stream as an instance of the specified type.
    If you specify a base class of the actual object type, this method reads data only from the base type.
  </summary>
      <returns>The object that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadRawObject``1(Microsoft.Xna.Framework.Content.ContentTypeReader)">
      <summary>
    Reads a single managed object from the current stream as an instance of the specified type.
    If a base class of the actual object type is specified only data from the base type will be read.
  </summary>
      <param name="typeReader">The ContentTypeReader to use to read the object.</param>
      <returns>The object that was read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadSharedResource``1(System.Action{``0})">
      <summary>Reads a shared resource ID, and records it for subsequent fix-up.</summary>
      <param name="fixup">The fix-up action to perform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadVector2">
      <summary>
    Reads a Framework.Vector2 value from the current stream.
  </summary>
      <returns>
        The Framework.Vector2 that was read.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadVector3">
      <summary>
    Reads a Framework.Vector3 value from the current stream.
  </summary>
      <returns>
        The Framework.Vector3 that was read.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentReader.ReadVector4">
      <summary>
    Reads a Framework.Vector4 value from the current stream.
  </summary>
      <returns>
        The Framework.Vector4 that was read.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentReader.AssetName">
      <summary>Gets the name of the asset currently being read by this ContentReader.</summary>
      <returns>Name of the asset currently being read by this ContentReader.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentReader.ContentManager">
      <summary>Gets the ContentManager associated with the ContentReader.</summary>
      <returns>
        The ContentManager associated with the ContentReader.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentReader">
      <summary>
    A worker object that implements most of ContentManager.Load. A new
    ContentReader is constructed for each asset loaded.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.#ctor">
      <summary>
    Creates a new instance of ContentSerializerAttribute.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.Clone">
      <summary>Creates a copy of the ContentSerializerAttribute.</summary>
      <returns>The copy.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.AllowNull">
      <summary>Get or set a value indicating whether this member can have a null value (default=true).</summary>
      <returns>Value indicating whether this member can have a null value.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.CollectionItemName">
      <summary>Gets or sets the XML element name for each item in a collection (default = "Item").
  </summary>
      <returns>The XML element name for each item in the collection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.ElementName">
      <summary>Gets or sets the XML element name (default=name of the managed type member).</summary>
      <returns>The XML element name.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.FlattenContent">
      <summary>
    Gets or sets a value idicating whether to write member contents directly into the current XML context 
    rather than wrapping the member in a new XML element (default=false).
  </summary>
      <returns>
        Value idicating whether to write member contents directly into the current XML context
        rather than wrapping the member in a new XML element.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.HasCollectionItemName">
      <summary>Indicates whether an explicit CollectionItemName string is being used or the default value.</summary>
      <returns>true if an explicit CollectionItemName string is being used; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.Optional">
      <summary>
    Indicates whether to write this element if the member is null and skip past it if not found when deserializing XML (default=false).
  </summary>
      <returns>true if the member should be skipped when null.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentSerializerAttribute.SharedResource">
      <summary>
    Indicates whether this member is referenced from multiple parents and should be serialized as a unique ID reference (default=false).
  </summary>
      <returns>true if this member is referenced from multiple parents; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentSerializerAttribute">
      <summary>A custom System.Attribute that marks a field or property to control how it is serialized or to indicate that protected or private data should be included in serialization.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentSerializerCollectionItemNameAttribute.#ctor(System.String)">
      <summary>Creates a new instance of ContentSerializerCollectionItemNameAttribute.</summary>
      <param name="collectionItemName">The name for each item in the collection.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentSerializerCollectionItemNameAttribute.CollectionItemName">
      <summary>Gets the name that will be used for each item in the collection.</summary>
      <returns>The name used for each item in the collection.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentSerializerCollectionItemNameAttribute">
      <summary>
    A custom System.Attribute that marks a collection class to specify the XML element name for each item in the collection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentSerializerIgnoreAttribute.#ctor">
      <summary>Creates a new instance of ContentSerializerIgnoreAttribute.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentSerializerIgnoreAttribute">
      <summary>
    A custom System.Attribute that marks public fields or properties to prevent them from being serialized.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentTypeReader.#ctor(System.Type)">
      <summary>Creates a new instance of ContentTypeReader.</summary>
      <param name="targetType">The type handled by this reader component.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentTypeReader.TargetType">
      <summary>Gets the type handled by this reader component.</summary>
      <returns>The type handled by this reader component.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.ContentTypeReader.TypeVersion">
      <summary>Gets a format version number for this type.</summary>
      <returns>The version number for this type.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentTypeReader">
      <summary>Worker for reading a specific managed type from a binary format.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentTypeReaderManager.GetTypeReader(System.Type)">
      <summary>Looks up a reader for the specified type.</summary>
      <param name="targetType">The type the reader will handle.</param>
      <returns>
        The created ContentTypeReader.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentTypeReaderManager">
      <summary>A manager that constructs and keeps track of type reader objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ContentTypeReader`1.#ctor">
      <summary>Creates a new instance of ContentTypeReader`1.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ContentTypeReader`1">
      <summary>Worker for reading a specific managed type from a binary format.  Derive from this class to add new data types to the content pipeline system.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ResourceContentManager.#ctor(System.IServiceProvider,System.Resources.ResourceManager)">
      <summary>Creates a new instance of ResourceContentManager.</summary>
      <param name="serviceProvider">The service provider the ContentManager should use to locate services.</param>
      <param name="resourceManager">The resource manager for the ResourceContentManager to read from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.ResourceContentManager.OpenStream(System.String)">
      <summary>Opens a stream for reading the specified resource.  Derived classes can replace this to implement pack files or asset compression.</summary>
      <param name="assetName">The name of the asset being read.</param>
      <returns>The opened stream.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.ResourceContentManager">
      <summary>
    Subclass of ContentManager which is specialized to read from .resx resource
    files, rather than directly from individual files on disk.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentCompiler.GetTypeWriter(System.Type)">
      <summary>
    Retrieves the worker writer for the specified type.
  </summary>
      <param name="type">The type.</param>
      <returns>The worker writer.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentCompiler">
      <summary>Provides methods for writing compiled binary format.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter.#ctor(System.Type)">
      <summary>Initializes a new instance of the ContentTypeWriter class.</summary>
      <param name="targetType">The target type the ContentTypeWriter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter.GetRuntimeReader(Microsoft.Xna.Framework.TargetPlatform)">
      <summary>Gets the assembly qualified name of the runtime loader for this type.</summary>
      <param name="targetPlatform">Name of the platform.</param>
      <returns>Name of the runtime loader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter.GetRuntimeType(Microsoft.Xna.Framework.TargetPlatform)">
      <summary>Gets the assembly qualified name of the runtime target type.</summary>
      <param name="targetPlatform">The target platform.</param>
      <returns>The qualified name.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter.Initialize(Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentCompiler)">
      <summary>Retrieves and caches nested type writers and allows for reflection over the target data type.</summary>
      <param name="compiler">The content compiler.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter.TargetType">
      <summary>
    Gets the type handled by this compiler component.
  </summary>
      <returns>
        The type handled by this compiler component.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter.TypeVersion">
      <summary>Gets a format version number for this type. </summary>
      <returns>A format version number for this type. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter">
      <summary>Provides methods and properties for compiling a specific managed type into a binary format.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriterAttribute.#ctor">
      <summary>
    Initializes a new instance of the ContentTypeWriterAttribute class.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriterAttribute">
      <summary>Identifies the components of a type writer.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter`1.#ctor">
      <summary>Initializes a new instance of the ContentTypeWriter`1 class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter`1">
      <summary>
    Provides a generic implementation of ContentTypeWriter methods and properties for compiling a specific managed type into a binary format.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteExternalReference``1(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0})">
      <summary>
    Writes the name of an external file to the output binary.
  </summary>
      <param name="reference">External reference to a data file for the content item.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteObject``1(``0)">
      <summary>
    Writes a single object preceded by a type identifier to the output binary.
  </summary>
      <param name="value">The value to write.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteObject``1(``0,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter)">
      <summary>
    Writes a single object to the output binary, using the specified type hint and writer worker.
  </summary>
      <param name="value">The value to write.</param>
      <param name="typeWriter">The content type writer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteRawObject``1(``0)">
      <summary>
    Writes a single object to the output binary as an instance of the specified type. 
  </summary>
      <param name="value">The value to write.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteRawObject``1(``0,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter)">
      <summary>
    Writes a single object to the output binary using the specified writer worker.  
  </summary>
      <param name="value">The value to write.</param>
      <param name="typeWriter">The writer worker.  This should be looked up from the ContentTypeWriter.Initialize method of the ContentTypeWriter that is calling Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteRawObject``1(``0,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentTypeWriter), by calling ContentCompiler.GetTypeWriter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.WriteSharedResource``1(``0)">
      <summary>Adds a shared reference to the output binary and records the object to be serialized later. </summary>
      <param name="value">The object to record.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Write(Microsoft.Xna.Framework.Vector2)">
      <summary>
    Writes a Framework.Vector2 value.
  </summary>
      <param name="value">Value to write.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Write(Microsoft.Xna.Framework.Vector4)">
      <summary>
    Writes a Framework.Vector4 value.
  </summary>
      <param name="value">Value to write.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Write(Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Writes a Framework.Quaternion value.
  </summary>
      <param name="value">Value to write.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Write(Microsoft.Xna.Framework.Matrix)">
      <summary>
    Writes a Framework.Matrix value.
  </summary>
      <param name="value">Value to write.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.Write(Microsoft.Xna.Framework.Vector3)">
      <summary>
    Writes a Framework.Vector3 value.
  </summary>
      <param name="value">Value to write.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter.TargetPlatform">
      <summary>
    Gets the content build target platform.
  </summary>
      <returns>
       The content build target platform.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Compiler.ContentWriter">
      <summary>Provides an implementation for many of the ContentCompiler methods including compilation, state tracking for shared resources and creation of the header type manifest.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.#ctor">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.
</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.Add(Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe)">
      <summary>Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times.</summary>
      <param name="item">Keyframe to be added to the channel.</param>
      <returns>Index of the new keyframe.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe&gt;.Add(Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe)">
      <summary>Adds a new keyframe to the collection, automatically sorting the contents according to keyframe times.</summary>
      <param name="item">Keyframe to be added to the channel.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.Clear">
      <summary>Removes all keyframes from the collection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.Contains(Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe)">
      <summary>Searches the collection for the specified keyframe.</summary>
      <param name="item">Keyframe being searched for.</param>
      <returns>true if the keyframe exists; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe&gt;.CopyTo(Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe[],System.Int32)">
      <summary>Copies the elements of the animation channel to an array, starting at the specified index. </summary>
      <param name="array">Array that will receive the copied animation channel elements.</param>
      <param name="arrayIndex">Starting index for copy operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.GetEnumerator">
      <summary>Returns an enumerator that iterates through the keyframes.</summary>
      <returns>Enumerator for the keyframe collection.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.System.Collections.IEnumerable.GetEnumerator">
      <summary>Gets an enumerator that iterates through the keyframes of an animation channel.</summary>
      <returns>An enumerator for the AnimationChannnel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.IndexOf(Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe)">
      <summary>Determines the index for the specified keyframe.</summary>
      <param name="item">Identity of a keyframe.</param>
      <returns>Index of the  specified keyframe.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.RemoveAt(System.Int32)">
      <summary>Removes the keyframe at the specified index position.</summary>
      <param name="index">Index of the keyframe being removed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.Remove(Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe)">
      <summary>Removes the specified keyframe from the collection.</summary>
      <param name="item">Keyframe being removed.</param>
      <returns>true if the keyframe was removed; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.Count">
      <summary>Gets the number of keyframes in the collection.</summary>
      <returns>Number of keyframes.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe&gt;.IsReadOnly">
      <summary>Returns a value indicating whether the object is read-only. </summary>
      <returns>true if this object is read-only; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel.Item(System.Int32)">
      <summary>Gets the keyframe at the specified index position.</summary>
      <param name="index" />
      <returns>Retrieved keyframe.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannel">
      <summary>Provides methods and properties for maintaining an animation channel.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannelDictionary.#ctor">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannelDictionary.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationChannelDictionary">
      <summary>Collection of animation data channels, one per bone or rigid object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent.#ctor">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent.Channels">
      <summary>Gets the collection of animation data channels.</summary>
      <returns>Collection of animation channels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent.Duration">
      <summary>Gets or sets the total length of the animation.</summary>
      <returns>Length of animation.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContent">
      <summary>Provides properties for maintaining an animation.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContentDictionary.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContentDictionary.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationContentDictionary">
      <summary>Collection of named animations.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe.#ctor(System.TimeSpan,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe(System.TimeSpan,Microsoft.Xna.Framework.Matrix) with the specified time offsetand transform.
  </summary>
      <param name="time">Time offset of the keyframe.</param>
      <param name="transform">Position of the keyframe.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe.CompareTo(Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe)">
      <summary>Compares this instance of a keyframe to another.</summary>
      <param name="other">Keyframe being compared to.</param>
      <returns>Indication of their relative values.
    </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe.Time">
      <summary>Gets the time offset from the start of the animation to the position described by this keyframe.</summary>
      <returns>Offset from the animation start time.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe.Transform">
      <summary>Gets or sets the position described by this keyframe.</summary>
      <returns>Position of keyframe.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.AnimationKeyframe">
      <summary>Provides methods and properties for managing a keyframe.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.#ctor">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.AlphaKey">
      <summary>Specifies the key of the key/data pair for the alpha property.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.DiffuseColorKey">
      <summary>Specifies the key of the key/data pair for the diffuse color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.EmissiveColorKey">
      <summary>Specifies the key of the key/data pair for the emissive color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.SpecularColorKey">
      <summary>Specifies the key of the key/data pair for the specular color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.SpecularPowerKey">
      <summary>Specifies the key of the key/data pair for the specular power.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.TextureKey">
      <summary>Specifies the key of the key/data pair for the diffuse texture.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.VertexColorEnabledKey">
      <summary>Specifies the key of the key/data pair for the vertex color property.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.Alpha">
      <summary>Gets or sets the alpha property.</summary>
      <returns>Current alpha value or the value to be set.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.DiffuseColor">
      <summary>Gets or sets the diffuse color property.</summary>
      <returns>Current diffuse color value or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.Texture">
      <summary>Gets or sets the diffuse texture property.</summary>
      <returns>Current diffuse texture value or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.EmissiveColor">
      <summary>Gets or sets the emissive color property.</summary>
      <returns>Current diffuse color value or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.SpecularColor">
      <summary>Gets or sets the specular color property.</summary>
      <returns>Current specular color value or the value to be set.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.SpecularPower">
      <summary>Gets or sets the specular power property.</summary>
      <returns>Current specular power value or the value to be set.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent.VertexColorEnabled">
      <summary>Gets or sets the vertex color property.</summary>
      <returns>Current vertex color or the value to be set.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BasicMaterialContent">
      <summary>
    Provides properties for modifying a traditional fixed-function–style material, as supported by most 3D modeling packages.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.#ctor">
      <summary>Initializes a new instance of BitmapContent.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.#ctor(System.Int32,System.Int32)">
      <summary>Initializes a new instance of BitmapContent with the specified width or height.</summary>
      <param name="width">Width, in pixels, of the bitmap resource.</param>
      <param name="height">Height, in pixels, of the bitmap resource.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.Copy(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle)">
      <summary>Copies one bitmap into another.</summary>
      <param name="sourceBitmap">BitmapContent being copied.</param>
      <param name="sourceRegion">Region of sourceBitmap.</param>
      <param name="destinationBitmap">BitmapContent being overwritten.</param>
      <param name="destinationRegion">Region of bitmap to be overwritten.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.Copy(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent)">
      <summary>Copies one bitmap into another.</summary>
      <param name="sourceBitmap">BitmapContent being copied.</param>
      <param name="destinationBitmap">BitmapContent being overwritten.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.GetPixelData">
      <summary>Reads encoded bitmap content.</summary>
      <returns>Array containing encoded bitmap data.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.SetPixelData(System.Byte[])">
      <summary>Writes encoded bitmap content.</summary>
      <param name="sourceData">Array containing encoded bitmap data to be set.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.ToString">
      <summary>Returns a string description of the bitmap resource.</summary>
      <returns>Description of the bitmap.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.TryCopyFrom(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
      <summary>Attempts to copy a region from a specified bitmap.</summary>
      <param name="sourceBitmap">BitmapContent being copied.</param>
      <param name="sourceRegion">Location of sourceBitmap.</param>
      <param name="destinationRegion">Region of destination bitmap to be overwritten.</param>
      <returns>true if region copy is supported; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.TryCopyTo(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
      <summary>Attempts to copy a region of the specified bitmap onto another.</summary>
      <param name="destinationBitmap">BitmapContent being overwritten.</param>
      <param name="sourceRegion">Location of the source bitmap.</param>
      <param name="destinationRegion">Region of destination bitmap to be overwritten.</param>
      <returns>true if region copy is supported; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.TryGetFormat(Microsoft.Xna.Framework.Graphics.SurfaceFormat@)">
      <summary>Gets the corresponding GPU texture format for the specified bitmap type.</summary>
      <param name="format">Format being compared.</param>
      <returns>true if the bitmap matches format; false otherwise. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.ValidateCopyArguments(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle)">
      <summary>
    Validates the arguments to the Copy function.</summary>
      <param name="sourceBitmap">BitmapContent being copied.</param>
      <param name="sourceRegion">Location of sourceBitmap.</param>
      <param name="destinationBitmap">BitmapContent being overwritten.</param>
      <param name="destinationRegion">Region of bitmap to be overwritten.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.Height">
      <summary>Gets or sets the height of the bitmap, in pixels.</summary>
      <returns>Height of the bitmap.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent.Width">
      <summary>Gets or sets the width of the bitmap, in pixels.</summary>
      <returns>Width of the bitmap.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent">
      <summary>Provides properties and methods for creating and maintaining a bitmap resource.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent">
      <summary>Represents an animation skeleton.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight.#ctor(System.String,System.Single)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight(System.String,System.Single) with the specified name and weight.
  </summary>
      <param name="boneName">Name of the bone.</param>
      <param name="weight">Amount of influence, ranging from zero to one.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight.BoneName">
      <summary>Gets the name of the bone.</summary>
      <returns>Name of the bone.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight.Weight">
      <summary>Gets the amount of bone influence, ranging from zero to one.</summary>
      <returns>Influence of the bone.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeight">
      <summary>Provides properties for managing a bone weight.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection.NormalizeWeights(System.Int32)">
      <summary>Normalizes the contents of the bone weights list.</summary>
      <param name="maxWeights">Maximum number of weights allowed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection.NormalizeWeights">
      <summary>Normalizes the contents of the weights list.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneWeightCollection">
      <summary>Collection of bone weights of a vertex.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt1BitmapContent.#ctor(System.Int32,System.Int32)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt1BitmapContent(System.Int32,System.Int32) with the specified width and height.
  </summary>
      <param name="width">Width of the bitmap, in pixels.</param>
      <param name="height">Height of the bitmap, in pixels.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt1BitmapContent.TryGetFormat(Microsoft.Xna.Framework.Graphics.SurfaceFormat@)">
      <summary>Attempts to get the GPU texture format of this bitmap type.</summary>
      <param name="format">Matching GPU format.</param>
      <returns>true if the bitmap matches a GPU format; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt1BitmapContent">
      <summary>Provides methods and properties for managing compressed textures (DXT1). </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt3BitmapContent.#ctor(System.Int32,System.Int32)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt3BitmapContent(System.Int32,System.Int32) with the specified width and height.
  </summary>
      <param name="width">Width of the bitmap, in pixels.</param>
      <param name="height">Height of the bitmap, in pixels.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt3BitmapContent.TryGetFormat(Microsoft.Xna.Framework.Graphics.SurfaceFormat@)">
      <summary>Attempts to get the GPU texture format of this bitmap type.</summary>
      <param name="format">Matching GPU format.</param>
      <returns>true if the bitmap matches a GPU format; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt3BitmapContent">
      <summary>Provides methods and properties for managing compressed textures (DXT3).</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt5BitmapContent.#ctor(System.Int32,System.Int32)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt5BitmapContent(System.Int32,System.Int32) with the specified width and height.
  </summary>
      <param name="width">Width of the bitmap, in pixels.</param>
      <param name="height">Height of the bitmap, in pixels.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt5BitmapContent.TryGetFormat(Microsoft.Xna.Framework.Graphics.SurfaceFormat@)">
      <summary>Attempts to get the GPU texture format of this bitmap type.</summary>
      <param name="format">Matching GPU format.</param>
      <returns>true if the bitmap matches a GPU format; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Dxt5BitmapContent">
      <summary>Provides methods and properties for managing compressed textures (DXT5).</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent.#ctor(System.Int32,System.Int32,System.Int32)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32,System.Int32,System.Int32) with the specified size.
  </summary>
      <param name="blockSize">Size of the block, in bytes.</param>
      <param name="width">Width of the bitmap, in pixels.</param>
      <param name="height">Height of the bitmap, in pixels.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent.#ctor(System.Int32)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent(System.Int32) with the specified compression.
  </summary>
      <param name="blockSize">Size of the block, in bytes.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent.GetPixelData">
      <summary>Gets the bitmap content as an array of encoded bytes.</summary>
      <returns>Contents of the bitmap.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent.SetPixelData(System.Byte[])">
      <summary>Sets the contents of the bitmap using an encoded byte array.</summary>
      <param name="sourceData">Contents to be copied to destination bitmap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent.TryCopyFrom(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
      <summary>Attempts to copy from a specified region to another.</summary>
      <param name="sourceBitmap">Bitmap being copied from.</param>
      <param name="sourceRegion">Region of bitmap being copied.</param>
      <param name="destinationRegion">Region being copied to.</param>
      <returns>trueif successful; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent.TryCopyTo(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
      <summary>
    Attempts to copy the specified region to another.</summary>
      <param name="destinationBitmap">Bitmap being copied to.</param>
      <param name="sourceRegion">Region of source bitmap being copied from.</param>
      <param name="destinationRegion">Region of destination bitmap.</param>
      <returns>trueif successful; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.DxtBitmapContent">
      <summary>Provides methods and properties for managing compressed textures (DXT1, DXT3, DXT5).</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent.
  </summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent.EffectCode">
      <summary>Gets or sets the effect program source code.</summary>
      <returns>Current value of the Effect program source code or the value to be set.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent">
      <summary>Contains the source code for a DirectX Effect, loaded from a .fx file.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent.#ctor">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent.CompiledEffectKey">
      <summary>Specifies the key of the key/data pair for the compiled effect property.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent.EffectKey">
      <summary>Use this key search for the related effect property in the OpaqueDataDictionary object.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent.CompiledEffect">
      <summary>Gets or sets the compiled effect property.</summary>
      <returns>Reference to a compiled effect or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent.Effect">
      <summary>Gets or sets the effect property.</summary>
      <returns>Reference to an external DirectX Effect file.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectMaterialContent">
      <summary>Provides support for representing DirectX Effect materials.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription.#ctor(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single,Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle) and initializes its members to the specified font, size, spacing, and style.
  </summary>
      <param name="fontName">The name of the font, such as Times New Roman.</param>
      <param name="size">The size, in points, of the font.</param>
      <param name="spacing">The amount of space, in pixels, to insert between letters in a string.</param>
      <param name="fontStyle">The font style for the font.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription.#ctor(System.String,System.Single,System.Single)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription(System.String,System.Single,System.Single) and initializes its members to the specified font, size, and spacing, using FontDescriptionStyle.Regular as the default value for FontDescription.Style.
  </summary>
      <param name="fontName">The name of the font, such as Times New Roman.</param>
      <param name="size">The size, in points, of the font.</param>
      <param name="spacing">The amount of space, in pixels, to insert between letters in a string.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription.Characters">
      <summary>Gets the collection of characters provided by this FontDescription.</summary>
      <returns>The collection of characters.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription.FontName">
      <summary>Gets or sets the name of the font, such as "Times New Roman" or "Arial". This value cannot be null or empty.</summary>
      <returns>The name of the font.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription.Size">
      <summary>Gets or sets the size, in points, of the font.</summary>
      <returns>The size, in points, of the font.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription.Spacing">
      <summary>Gets or sets the amount of space, in pixels, to insert between letters in a string.</summary>
      <returns>The amount of space, in pixels, to insert between letters in a string.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription.Style">
      <summary>Gets or sets the style of the font, expressed as a combination of one or more FontDescriptionStyle flags.
</summary>
      <returns>
      The style of the font, expressed as a combination of one or more FontDescriptionStyle flags.
    </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription">
      <summary>
    Provides information to the Framework.Content.Pipeline.Processors.FontDescriptionProcessor describing which font to rasterize, which font size to utilize, and which Unicode characters to include in the processor output.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent.#ctor">
      <summary>Creates an instance of GeometryContent.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent.Indices">
      <summary>Gets the list of triangle indices for this geometry batch.</summary>
      <returns>Collection of associated indices.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent.Material">
      <summary>Gets or sets the material of the parent mesh.</summary>
      <returns>Parent mesh of the geometry batch.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent.Parent">
      <summary>Gets or sets the parent MeshContent for this object.</summary>
      <returns>Mesh content of the geometry batch.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent.Vertices">
      <summary>Gets the set of vertex batches for the geometry batch.</summary>
      <returns>List of associated vertex contents.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent">
      <summary>Provides properties that define various aspects of a geometry batch.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContentCollection">
      <summary>Provides methods for maintaining a collection of geometry batches that make up a mesh.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndexCollection.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndexCollection.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndexCollection.AddRange(System.Collections.Generic.IEnumerable{System.Int32})">
      <summary>Appends the specified indices into the collection.</summary>
      <param name="indices">Index into the Positions member of the parent.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndexCollection">
      <summary>Provides methods for maintaining a list of index values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Vector3&gt;.Add(Microsoft.Xna.Framework.Vector3)">
      <summary>Adds a new element to the end of the collection.</summary>
      <param name="item">The item to add.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Vector3&gt;.Clear">
      <summary>Removes all elements from the collection. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.Contains(Microsoft.Xna.Framework.Vector3)">
      <summary>Determines whether the specified position is in the collection.</summary>
      <param name="item">Position being searched for in the collection.</param>
      <returns>true if the position was found; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.CopyTo(Microsoft.Xna.Framework.Vector3[],System.Int32)">
      <summary>Copies the specified positions to an array, starting at the specified index.</summary>
      <param name="array">Array of positions to be copied.</param>
      <param name="arrayIndex">Index of the first copied position.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.System.Collections.IEnumerable.GetEnumerator">
      <summary>Returns an enumerator that can iterate through the collection. </summary>
      <returns>Enumerator that can iterate through the collection. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.GetEnumerator">
      <summary>Gets an enumerator interface for reading the position values.</summary>
      <returns>Interface for enumerating the collection of position values.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.IndexOf(Microsoft.Xna.Framework.Vector3)">
      <summary>Gets the index of the specified position in a collection.</summary>
      <param name="item">Position being searched for.</param>
      <returns>Index of the specified position.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.System.Collections.Generic.IList&lt;Microsoft.Xna.Framework.Vector3&gt;.Insert(System.Int32,Microsoft.Xna.Framework.Vector3)">
      <summary>Inserts a new element into the collection. </summary>
      <param name="index">Index for element insertion.</param>
      <param name="item">Element to insert.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.System.Collections.Generic.IList&lt;Microsoft.Xna.Framework.Vector3&gt;.RemoveAt(System.Int32)">
      <summary>Removes the element at the specified index position. </summary>
      <param name="index">Index of the element to be removed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Vector3&gt;.Remove(Microsoft.Xna.Framework.Vector3)">
      <summary>Removes the specified element from the collection. </summary>
      <param name="item">The item to be removed.</param>
      <returns>true if the element was removed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.Count">
      <summary>Number of positions in the collection.</summary>
      <returns>Number of positions.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Vector3&gt;.IsReadOnly">
      <summary>Gets a value indicating whether this object is read-only.</summary>
      <returns>true if this object is read-only; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection.Item(System.Int32)">
      <summary>Gets or sets the position at the specified index.</summary>
      <param name="index" />
      <returns>Position located at index.
    </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.IndirectPositionCollection">
      <summary>Provides methods for maintaining a list of vertex positions.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent.#ctor">
      <summary>Initializes a new instance of MaterialContent.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent.GetReferenceTypeProperty``1(System.String)">
      <summary>Gets a reference type from the Framework.Content.Pipeline.OpaqueDataDictionary collection.</summary>
      <param name="key">Key of the property being retrieved.</param>
      <returns>Type of the related opaque data.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent.GetTexture(System.String)">
      <summary>Gets a value from the Textures collection.</summary>
      <param name="key">Key of the texture being retrieved.</param>
      <returns>Reference to a texture from the collection.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent.GetValueTypeProperty``1(System.String)">
      <summary>Gets a value type from the Framework.Content.Pipeline.OpaqueDataDictionary collection.</summary>
      <param name="key">Key of the value type being retrieved.</param>
      <returns>Index of the value type beng retrieved.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent.SetProperty``1(System.String,``0)">
      <summary>Sets a value in the contained OpaqueDataDictionary object.</summary>
      <param name="key">Name of the key being modified.</param>
      <param name="value">Value being set.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent.SetTexture(System.String,Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent})">
      <summary>Sets a value in the contained TextureReferenceDictionary object.</summary>
      <param name="key">Name of the key being modified.</param>
      <param name="value">Value being set.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent.Textures">
      <summary>Gets the texture collection of the material.</summary>
      <returns>Collection of textures used by the material.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent">
      <summary>Provides methods and properties for maintaining a collection of named texture references.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.AddTriangleVertex(System.Int32)">
      <summary>Adds a vertex into the index collection.</summary>
      <param name="indexIntoVertexCollection">Index of the inserted vertex, in the collection. This corresponds to the value returned by MeshBuilder.CreatePosition.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.CreatePosition(System.Single,System.Single,System.Single)">
      <summary>Inserts the specified vertex position into the vertex channel.</summary>
      <param name="x">Value of the x component of the vector.</param>
      <param name="y">Value of the y component of the vector.</param>
      <param name="z">Value of the z component of the vector.</param>
      <returns>Index of the inserted vertex.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.CreatePosition(Microsoft.Xna.Framework.Vector3)">
      <summary>Inserts the specified vertex position into the vertex channel at the specified index.</summary>
      <param name="pos">Value of the vertex being inserted.</param>
      <returns>Index of the vertex being inserted.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.CreateVertexChannel``1(System.String)">
      <summary>Creates a vertex data channel for use by the mesh.</summary>
      <param name="usage">Describes how the channel is used. Use this parameter as a look-up into a VertexChannelCollection. It is strongly recommended that you choose a usage from the following list.BinormalColorNormalTangentTextureCoordinateWeightsFor more information, see VertexChannelNames.</param>
      <returns>Index identifying the new data channel. Use this as a parameter when calling MeshBuilder.SetVertexChannelData.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.FinishMesh">
      <summary>Ends the creation of a mesh.</summary>
      <returns>Resultant mesh.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.SetMaterial(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent)">
      <summary>Specifies the material used by the current mesh.</summary>
      <param name="material">The material to be used by the mesh.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.SetOpaqueData(Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary)">
      <summary>Initializes the opaque data for a specific mesh object.</summary>
      <param name="opaqueData">Opaque data to be applied to the GeometryContent object of the next triangle.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.SetVertexChannelData(System.Int32,System.Object)">
      <summary>Sets the specified vertex data with new data.</summary>
      <param name="vertexDataIndex">Index of the vertex data channel being set. This should match the index returned by MeshBuilder.CreateVertexChannel``1(System.String).</param>
      <param name="channelData">New data values for the vertex data. The data type being set must match the data type for the vertex channel specified by vertexDataIndex.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.StartMesh(System.String)">
      <summary>Initializes the creation of a mesh.</summary>
      <param name="name">Name of the mesh.</param>
      <returns>Object used when building the mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.MergeDuplicatePositions">
      <summary>Gets or sets the current value for position merging of the mesh.</summary>
      <returns>Current value of the property.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.MergePositionTolerance">
      <summary>
    Gets or sets the tolerance for MeshBuilder.MergeDuplicatePositions.</summary>
      <returns>Tolerance value used by the mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.Name">
      <summary>Gets or sets the name of the current MeshContent object being processed.</summary>
      <returns>Name of the MeshContent object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder.SwapWindingOrder">
      <summary>Reverses the triangle winding order of the specified mesh.</summary>
      <returns>Current value of the winding order.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshBuilder">
      <summary>Provides support for writing a custom importer for mesh objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent.#ctor">
      <summary>Initializes a new instance of MeshContent.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent.Geometry">
      <summary>Gets the list of geometry batches for the mesh.</summary>
      <returns>Collection of geometry batches.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent.Positions">
      <summary>Gets the list of vertex position values.</summary>
      <returns>Collection of vertex positions.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent">
      <summary>Provides properties and methods that define various aspects of a mesh.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.CalculateNormals(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent,System.Boolean)">
      <summary>Computes new normals for the specified mesh.</summary>
      <param name="mesh">Mesh containing the normals being computed.</param>
      <param name="overwriteExistingNormals">true if existing normals are to be discarded; false otherwise. Existing normals are searched for as if they are a vertex data channel (of type Microsoft.Xna.Framework.Vector3) with the name VertexChannelNames.Normal.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.CalculateTangentFrames(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent,System.String,System.String,System.String)">
      <summary>Compute tangent frames for the given mesh.</summary>
      <param name="mesh">The target mesh used to create the tangent frame. All geometries in this mesh must have normal vertex channels stored in VertexChannelNames.Normal, and must contain Framework.Vector3 data.</param>
      <param name="textureCoordinateChannelName">The texture coordinate channel used for computing the tangent frame. This channel most contain Framework.Vector2 data.</param>
      <param name="tangentChannelName">Target channel name used to store calculated tangents. A tangent channel is not generated if null or an empty string is specified.</param>
      <param name="binormalChannelName">Target channel name used to store calculated binormals. A tangent channel is not generated if null or an empty string is specified.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.FindSkeleton(Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent)">
      <summary>Searches for the root bone of the contained skeleton.</summary>
      <param name="node">Mesh that possibly contains the skeleton.</param>
      <returns>Root of the contained skeleton; otherwise null if no skeleton is found.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.FlattenSkeleton(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BoneContent)">
      <summary>Gets a flattened list of all bones contained by the specified skeleton.</summary>
      <param name="skeleton">Skeleton to be traversed.</param>
      <returns>List of bones for the animation skeleton.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.MergeDuplicatePositions(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent,System.Single)">
      <summary>Processes the PositionCollection collection of the specified mesh, merging any values that are closer together than the specified tolerance threshold.</summary>
      <param name="mesh">Mesh to be processed.</param>
      <param name="tolerance">Tolerance to be used when determining duplicate positions. Pass a value of 0 to merge only those values that are exactly identical.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.MergeDuplicateVertices(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent)">
      <summary>
    Processes the VertexContent.PositionIndices and VertexChannel data of the specified mesh, merging any duplicate vertices.
</summary>
      <param name="mesh">Mesh to be processed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.MergeDuplicateVertices(Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent)">
      <summary>
    Processes the VertexContent.PositionIndices and VertexChannel data of the specified geometry batch, merging any duplicate vertices.
</summary>
      <param name="geometry">Geometry batch to be processed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.OptimizeForCache(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent)">
      <summary>Reorders the indices and vertices of the mesh for optimal GPU cache performance.</summary>
      <param name="mesh">Mesh to be optimized.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.SwapWindingOrder(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshContent)">
      <summary>Reverses the triangle winding order of the specified mesh.</summary>
      <param name="mesh">The mesh to be modified.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper.TransformScene(Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent,Microsoft.Xna.Framework.Matrix)">
      <summary>Applies a transformation to the contents of a scene hierarchy.</summary>
      <param name="scene">Scene hierarchy being transformed.</param>
      <param name="transform">Matrix used in the transformation</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MeshHelper">
      <summary>Provides methods for manipulating mesh data.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain.#ctor(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent)">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent) with the specified mipmap.</summary>
      <param name="bitmap">Image containing a mipmap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain.op_Implicit(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent)">
      <summary>Constructs a new mipmap chain containing the specified bitmap.</summary>
      <param name="bitmap">Bitmap used for the mipmap chain.</param>
      <returns>Resultant mipmap chain.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChain">
      <summary>Provides methods for accessing a mipmap chain.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChainCollection">
      <summary>Provides methods for maintaining a mipmap chain.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent.#ctor">
      <summary>Creates an instance of NodeContent.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent.AbsoluteTransform">
      <summary>Gets the value of the local NodeContent.Transform property, multiplied by the NodeContent.AbsoluteTransform of the parent.</summary>
      <returns>Matrix of the NodeContent object.
    </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent.Animations">
      <summary>Gets the set of animations belonging to this node.</summary>
      <returns>Collection of animations for this content item.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent.Children">
      <summary>Gets the children of the NodeContent object.</summary>
      <returns>Collection of children.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent.Parent">
      <summary>Gets the parent of this NodeContent object.</summary>
      <returns>Parent of the NodeContent object, or null if this object is the root of the scene.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent.Transform">
      <summary>Gets the transform matrix of the scene.</summary>
      <returns>Transform matrix used by the scene.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent">
      <summary>Provides a base class for graphics types that define local coordinate systems.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContentCollection">
      <summary>Provides a collection of all NodeContent objects in a spatial hierarchy.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.#ctor(System.Int32,System.Int32)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1(System.Int32,System.Int32) with the specified width and height.
  </summary>
      <param name="width">Width, in pixels, of the blank pixel bitmap.</param>
      <param name="height">Height, in pixels, of the blank pixel bitmap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.#ctor">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.GetPixelData">
      <summary>Gets the bitmap content as an array of encoded bytes.</summary>
      <returns>Contents of the bitmap.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.GetPixel(System.Int32,System.Int32)">
      <summary>Gets the pixel value at the specified location in the bitmap.</summary>
      <param name="x">The x component of a bitmap pixel.</param>
      <param name="y">The y component of a bitmap pixel.</param>
      <returns>Value of the pixel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.GetRow(System.Int32)">
      <summary>Gets an array containing a single row of bitmap data.</summary>
      <param name="y">The y component of the bitmap row.</param>
      <returns>Array containing the bitmap row data.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.ReplaceColor(`0,`0)">
      <summary>Searches for all pixels matching the specified color and replaces them with a new value.</summary>
      <param name="originalColor">Color being searched for.</param>
      <param name="newColor">Color used to replace originalColor.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.SetPixelData(System.Byte[])">
      <summary>Sets the bitmap content using the specified encoded byte array.</summary>
      <param name="sourceData">New bitmap content.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.SetPixel(System.Int32,System.Int32,`0)">
      <summary>Sets the pixel value at the specified location in the bitmap.</summary>
      <param name="x">The x component of a bitmap pixel.</param>
      <param name="y">The y component of a bitmap pixel.</param>
      <param name="value">New pixel value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.ToString">
      <summary>Gets a string description of the bitmap.</summary>
      <returns>Description of the bitmap.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.TryCopyFrom(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
      <summary>Attempts to copy a region from the specified bitmap.</summary>
      <param name="sourceBitmap">Bitmap content being copied.</param>
      <param name="sourceRegion">Location of the upper-left region of sourceBitmap being copied from.</param>
      <param name="destinationRegion">Region of destination bitmap to be overwritten.</param>
      <returns>true if region copy is supported; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.TryCopyTo(Microsoft.Xna.Framework.Content.Pipeline.Graphics.BitmapContent,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
      <summary>Attempts to copy a region to the specified bitmap.</summary>
      <param name="destinationBitmap">Bitmap to be copied to.</param>
      <param name="sourceRegion">Location of upper-left region to be copied.</param>
      <param name="destinationRegion">Target region for the copied content.</param>
      <returns>true if region copy is supported; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1.TryGetFormat(Microsoft.Xna.Framework.Graphics.SurfaceFormat@)">
      <summary>Gets the GPU texture format that corresponds to the specified bitmap type.</summary>
      <param name="format">Format being compared.</param>
      <returns>true if the bitmap matches format; false otherwise.
    </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PixelBitmapContent`1">
      <summary>Provides methods for maintaining a 2D array of pixel values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PositionCollection.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.PositionCollection.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.PositionCollection">
      <summary>Provides a collection of vertex position values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent.#ctor">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent.Mipmaps">
      <summary>Gets or sets the collection of mipmaps containing the texture image data.</summary>
      <returns>Mipmap chain containing the texture images of an object.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent">
      <summary>Represents a regular two-dimensional texture.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent.#ctor">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent.GenerateMipmaps(System.Boolean)">
      <summary>Generates mipmaps for a volume texture.</summary>
      <param name="overwriteExistingMipmaps">true to overwrite existing mipmaps for the volume texture; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent.Validate">
      <summary>Validates that the required contents of this volume texture are present and valid.
 This method verifies that mip counts are correct down each individual 2D face, and that width and height are shrinking appropriately.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture3DContent">
      <summary>Represents a three-dimensional volume texture.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent.#ctor(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChainCollection)">
      <summary>Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MipmapChainCollection) with the specified face collection.</summary>
      <param name="faces">Mipmap chain containing the face collection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent.ConvertBitmapType(System.Type)">
      <summary>Converts all bitmaps for this texture to a different format.</summary>
      <param name="newBitmapType">Type being converted to. The new type must be a subclass of BitmapContent, such as PixelBitmapContent`1 or DxtBitmapContent.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent.GenerateMipmaps(System.Boolean)">
      <summary>Generates a full set of mipmaps for the texture.</summary>
      <param name="overwriteExistingMipmaps">true if the existing mipmap set is replaced with the new set; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent.Validate(System.Boolean)">
      <summary>Verifies that all contents of this texture are present and correct.</summary>
      <param name="facesMustHaveSameMipCount">Result of the validation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent.Validate">
      <summary>Verifies that all contents of this texture are present and correct.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent.Faces">
      <summary>Collection of image faces that hold a single mipmap chain for a regular 2D texture, six chains for a cube map, or an arbitrary number for volume and array textures.</summary>
      <returns>Collection of object faces.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent">
      <summary>Provides a base class for all texture objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureCubeContent.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureCubeContent.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureCubeContent.Validate">
      <summary>Verifies that all contents of the cube map are present and correct.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureCubeContent">
      <summary>Provides validation for a cube map texture, which contains an array of six image faces.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureReferenceDictionary.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureReferenceDictionary.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureReferenceDictionary">
      <summary>Provides a collection of named references to texture files.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VectorConverter.GetConverter``2">
      <summary>Gets a Converter delegate that can convert one packed vector representation to another.</summary>
      <returns>A Converter delegate that encodes or decodes TInput to TOutput.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VectorConverter.TryGetSurfaceFormat(System.Type,Microsoft.Xna.Framework.Graphics.SurfaceFormat@)">
      <summary>Gets the GPU texture format that corresponds to a managed vector type.</summary>
      <param name="vectorType">Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4</param>
      <param name="surfaceFormat">Surface format being compared.</param>
      <returns>true if a match is found; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VectorConverter.TryGetVectorType(Microsoft.Xna.Framework.Graphics.SurfaceFormat,System.Type@)">
      <summary>Searches for a managed vector type that corresponds to a GPU texture format.</summary>
      <param name="surfaceFormat">Surface format being compared.</param>
      <param name="vectorType">Corresponding managed vector type.</param>
      <returns>true if a match is found; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VectorConverter.TryGetVectorType(Microsoft.Xna.Framework.Graphics.VertexElementFormat,System.Type@)">
      <summary>Searches for a managed vector type that corresponds to a GPU vertex format.</summary>
      <param name="vertexElementFormat">Texture format being matched.</param>
      <param name="vectorType">Corresponding managed vector type.</param>
      <returns>true if a match is found; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VectorConverter.TryGetVertexElementFormat(System.Type,Microsoft.Xna.Framework.Graphics.VertexElementFormat@)">
      <summary>Gets the GPU vertex format that corresponds to a managed vector type.</summary>
      <param name="vectorType">Can be one of the following:Framework.Graphics.PackedVector.IPackedVectorSystem.SingleFramework.Vector2Framework.Vector3Framework.Vector4</param>
      <param name="vertexElementFormat">Corresponding vertex element type.</param>
      <returns>true if a match is found; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VectorConverter">
      <summary>Provides methods for converting data between different packed vector representations.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.IList.Add(System.Object)">
      <summary>Adds a new element to the end of the collection. </summary>
      <param name="value">The element to add.</param>
      <returns>Index of the element.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.IList.Clear">
      <summary>Removes all elements from the collection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.Contains(System.Object)">
      <summary>Determines whether the specified element is in the channel.</summary>
      <param name="value">Element being searched for.</param>
      <returns>true if the element is present; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.CopyTo(System.Array,System.Int32)">
      <summary>Copies the elements of the channel to an array, starting at the specified index.</summary>
      <param name="array">Array that will receive the copied channel elements.</param>
      <param name="index">Starting index for copy operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.GetEnumerator">
      <summary>Gets an enumerator interface for reading channel content.</summary>
      <returns>Enumeration of the channel content.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.IndexOf(System.Object)">
      <summary>Gets the index of the specified item.</summary>
      <param name="value">Item whose index is to be retrieved.</param>
      <returns>Index of specified item.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.IList.Insert(System.Int32,System.Object)">
      <summary>Inserts an element into the collection at the specified position.</summary>
      <param name="index">Index at which to insert the element.</param>
      <param name="value">The element to insert.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.ReadConvertedContent``1">
      <summary>Reads channel content and automatically converts it to the specified vector format.</summary>
      <returns>Vector format to convert returned data to.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.IList.RemoveAt(System.Int32)">
      <summary>Removes the element at the specified index position. </summary>
      <param name="index">Index of the element to remove.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.IList.Remove(System.Object)">
      <summary>Removes a specified element from the collection.</summary>
      <param name="value">The element to remove.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.Count">
      <summary>Gets the number of elements in the vertex channel</summary>
      <returns>Number of elements.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.ElementType">
      <summary>Gets the type of data contained in this channel.</summary>
      <returns>Type of data stored in the vertex channel.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.IList.IsFixedSize">
      <summary>Gets a value indicating whether this list has a fixed size.</summary>
      <returns>true if the list has a fixed size; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.IList.IsReadOnly">
      <summary>Gets a value indicating whether this object is read-only.</summary>
      <returns>true if this object is read-only; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.ICollection.IsSynchronized">
      <summary>Gets a value indicating whether access to the collection is synchronized (thread safe). </summary>
      <returns>true if access to the collection is synchronized (thread safe); falseotherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.Item(System.Int32)">
      <summary>Gets or sets the element at the specified index.</summary>
      <param name="index" />
      <returns>Element at the specified index.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.Name">
      <summary>Gets the name of the vertex channel.</summary>
      <returns>Name of the channel.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel.System.Collections.ICollection.SyncRoot">
      <summary>Gets an object that can be used to synchronize access to the collection.</summary>
      <returns>An object that can be used to synchronize access to the collection. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel">
      <summary>Provides methods and properties for maintaining a vertex channel.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Add(System.String,System.Type,System.Collections.IEnumerable)">
      <summary>Adds a new vertex channel to the end of the collection.</summary>
      <param name="name">Name of the new channel.</param>
      <param name="elementType">Type of data to be contained in the new channel.</param>
      <param name="channelData">Initial data for the new channel. If null, the channel is filled with the default value for that type.</param>
      <returns>The newly added vertex channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel&gt;.Add(Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel)">
      <summary>Adds a new vertex channel to the collection.</summary>
      <param name="item">Vertex channel to be added.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Add``1(System.String,System.Collections.Generic.IEnumerable{``0})">
      <summary>Adds a new vertex channel to the end of the collection.</summary>
      <param name="name">Name of the new channel.</param>
      <param name="channelData">Initial data for the new channel. If null, the channel is filled with the default value for that type.</param>
      <returns>The newly added vertex channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Clear">
      <summary>Removes all vertex channels from the collection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Contains(Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel)">
      <summary>Determines whether the collection contains the specified vertex channel.</summary>
      <param name="item">Name of the channel being searched for.</param>
      <returns>true if the channel was found; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Contains(System.String)">
      <summary>Determines whether the collection contains the specified vertex channel.</summary>
      <param name="name">Name of the channel being searched for.</param>
      <returns>true if the channel was found; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.ConvertChannelContent``1(System.String)">
      <summary>Converts the channel, specified by name to another vector format.</summary>
      <param name="name">Name of the channel to be converted.</param>
      <returns>New channel in the specified format.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.ConvertChannelContent``1(System.Int32)">
      <summary>Converts the channel, at the specified index, to another vector format.</summary>
      <param name="index">Index of the channel to be converted.</param>
      <returns>New channel in the specified format.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel&gt;.CopyTo(Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel[],System.Int32)">
      <summary>Copies the elements of the collection to an array, starting at the specified index. </summary>
      <param name="array">The destination array.</param>
      <param name="arrayIndex">The index at which to begin copying elements.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.System.Collections.IEnumerable.GetEnumerator">
      <summary>Returns an enumerator that iterates through a collection. </summary>
      <returns>An object that can be used to iterate through the collection. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.GetEnumerator">
      <summary>Gets an enumerator that iterates through the vertex channels of a collection.</summary>
      <returns>Enumerator for the collection.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Get``1(System.String)">
      <summary>Gets the vertex channel with the specified name and content type.</summary>
      <param name="name">Name of a vertex channel.</param>
      <returns>Type of a vertex channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Get``1(System.Int32)">
      <summary>Gets the vertex channel with the specified index and content type.</summary>
      <param name="index">Index of a vertex channel.</param>
      <returns>Type of a vertex channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.IndexOf(Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel)">
      <summary>Determines the index of the specified vertex channel.</summary>
      <param name="item">Vertex channel being searched for.</param>
      <returns>Index of the vertex channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.IndexOf(System.String)">
      <summary>Determines the index of a vertex channel with the specified name.</summary>
      <param name="name">Name of the vertex channel being searched for.</param>
      <returns>Index of the vertex channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Insert(System.Int32,System.String,System.Type,System.Collections.IEnumerable)">
      <summary>Inserts a new vertex channel at the specified position.</summary>
      <param name="index">Index for channel insertion.</param>
      <param name="name">Name of the new channel.</param>
      <param name="elementType">Type of the new channel.</param>
      <param name="channelData">Initial data for the new channel. If null, it is filled with the default value.</param>
      <returns>The inserted vertex channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.System.Collections.Generic.IList&lt;Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel&gt;.Insert(System.Int32,Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel)">
      <summary>Inserts an item at the specified index. </summary>
      <param name="index">The zero-based index at which item should be inserted.</param>
      <param name="item">The item to insert.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Insert``1(System.Int32,System.String,System.Collections.Generic.IEnumerable{``0})">
      <summary>Inserts a new vertex channel at the specified position.</summary>
      <param name="index">Index for channel insertion.</param>
      <param name="name">Name of the new channel.</param>
      <param name="channelData">Type of the new channel.</param>
      <returns>The inserted vertex channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.RemoveAt(System.Int32)">
      <summary>Removes the vertex channel at the specified index position.</summary>
      <param name="index">Index of the vertex channel being removed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Remove(Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel)">
      <summary>Removes the specified vertex channel from the collection.</summary>
      <param name="item">Name of the vertex channel being removed.</param>
      <returns>true if the channel was removed; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Remove(System.String)">
      <summary>Removes the specified vertex channel from the collection.</summary>
      <param name="name">Name of the vertex channel being removed.</param>
      <returns>true if the channel was removed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Count">
      <summary>Gets the number of vertex channels in the collection.</summary>
      <returns>Number of vertex channels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.System.Collections.Generic.ICollection&lt;Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel&gt;.IsReadOnly">
      <summary>Determines whether the collection is read-only.</summary>
      <returns>true if the collection is read-only; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Item(System.String)">
      <summary>Gets or sets the vertex channel with the specified name.</summary>
      <param name="name" />
      <returns>A vertex channel object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection.Item(System.Int32)">
      <summary>Gets or sets the vertex channel at the specified index position.</summary>
      <param name="index" />
      <returns>A vertex channel object.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelCollection">
      <summary>Provides methods and properties for managing a list of vertex data channels.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.Binormal(System.Int32)">
      <summary>Gets the name of a binormal vector channel with the specified index.</summary>
      <param name="usageIndex">Zero-based index of the vector channel being retrieved.</param>
      <returns>Name of the retrieved vector channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.Color(System.Int32)">
      <summary>Gets the name of a color channel with the specified index.</summary>
      <param name="usageIndex">Zero-based index of the color channel being retrieved.</param>
      <returns>Name of the retrieved color channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.DecodeBaseName(System.String)">
      <summary>Gets a channel base name stub from the encoded string format.</summary>
      <param name="encodedName">Encoded string to be decoded.</param>
      <returns>Extracted base name.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.DecodeUsageIndex(System.String)">
      <summary>Gets a channel usage index from the encoded format.</summary>
      <param name="encodedName">Encoded name to be decoded.</param>
      <returns>Resulting channel usage index.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.EncodeName(Microsoft.Xna.Framework.Graphics.VertexElementUsage,System.Int32)">
      <summary>Combines a vertex declaration usage and usage index into a string name.</summary>
      <param name="vertexElementUsage">A vertex declaration.</param>
      <param name="usageIndex">An index for the vertex declaration.</param>
      <returns>Resulting encoded name.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.EncodeName(System.String,System.Int32)">
      <summary>Combines a channel name stub and usage index into a string name.</summary>
      <param name="baseName">A channel base name stub.</param>
      <param name="usageIndex">A channel usage index.</param>
      <returns>Resulting encoded name.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.Normal(System.Int32)">
      <summary>Gets the name of the normal channel with the specified index.</summary>
      <param name="usageIndex">Zero-based index of the normal channel being retrieved.</param>
      <returns>Normal channel at the specified index.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.Normal">
      <summary>Gets the name of the primary normal channel.</summary>
      <returns>Primary normal channel name.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.Tangent(System.Int32)">
      <summary>Gets the name of the tangent vector channel with the specified index.</summary>
      <param name="usageIndex">Zero-based index of the tangent vector channel being retrieved.</param>
      <returns>Name of the retrieved tangent vector channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.TextureCoordinate(System.Int32)">
      <summary>Gets the name of the texture coordinate channel with the specified index.</summary>
      <param name="usageIndex">Zero-based index of the texture coordinate channel being retrieved.</param>
      <returns>Name of the retrieved texture coordinate channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.TryDecodeUsage(System.String,Microsoft.Xna.Framework.Graphics.VertexElementUsage@)">
      <summary>Gets a vertex declaration usage enumeration from the encoded string format.</summary>
      <param name="encodedName">Encoded name of a vertex declaration.</param>
      <param name="usage">Value of the declaration usage for the vertex declaration.</param>
      <returns>true if the encoded name maps to a VertexElementUsage enumeration value; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.Weights(System.Int32)">
      <summary>Gets the name of an animation weights channel at the specified index.</summary>
      <param name="usageIndex">Index of the animation weight channel to be retrieved.</param>
      <returns>Name of the retrieved animation weights channel.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames.Weights">
      <summary>Gets the name of the primary animation weights channel.</summary>
      <returns>Name of the primary animation weights channel.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannelNames">
      <summary>Provides properties for managing a collection of vertex channel names.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.System.Collections.Generic.ICollection&lt;T&gt;.Add(`0)">
      <summary>Adds a new element to the end of the collection. </summary>
      <param name="item">The element to add.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.System.Collections.Generic.ICollection&lt;T&gt;.Clear">
      <summary>Removes all elements from the collection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.Contains(`0)">
      <summary>Determines whether the specified element is in the channel.</summary>
      <param name="item">Element being searched for.</param>
      <returns>true if the element is present; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.CopyTo(`0[],System.Int32)">
      <summary>Copies the elements of the channel to an array, starting at the specified index.</summary>
      <param name="array">Array that will receive the copied channel elements.</param>
      <param name="arrayIndex">Starting index for copy operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.GetEnumerator">
      <summary>Gets an enumerator interface for reading channel content.</summary>
      <returns>Enumeration of the channel content.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.IndexOf(`0)">
      <summary>Gets the index of the specified item.</summary>
      <param name="item">Item whose index is to be retrieved.</param>
      <returns>Index of specified item.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.System.Collections.Generic.IList&lt;T&gt;.Insert(System.Int32,`0)">
      <summary>Inserts an element into the collection at the specified position. </summary>
      <param name="index">Index at which to insert the element.</param>
      <param name="item">The element to insert.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.ReadConvertedContent``1">
      <summary>Reads channel content and automatically converts it to the specified vector format.</summary>
      <returns>Enumeration of retrieved channel data.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.System.Collections.Generic.IList&lt;T&gt;.RemoveAt(System.Int32)">
      <summary>Removes the element at the specified index position. </summary>
      <param name="index">Index of the element to remove.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.System.Collections.Generic.ICollection&lt;T&gt;.Remove(`0)">
      <summary>Removes a specified element from the collection.</summary>
      <param name="item">The element to remove.</param>
      <returns>true if the channel was removed; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.ElementType">
      <summary>Gets the type of data contained in this channel. </summary>
      <returns>Type of data stored in the vertex channel.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.System.Collections.Generic.ICollection&lt;T&gt;.IsReadOnly">
      <summary>Gets a value indicating whether this object is read-only.</summary>
      <returns>true if this object is read-only; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1.Item(System.Int32)">
      <summary>Gets or sets the element at the specified index. </summary>
      <param name="index" />
      <returns>Element at the specified index.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexChannel`1">
      <summary>Provides methods and properties for maintaining a vertex channel.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.AddRange(System.Collections.Generic.IEnumerable{System.Int32})">
      <summary>Appends multiple vertex indices to the end of the VertexContent.PositionIndices collection.</summary>
      <param name="positionIndexCollection">Index into the MeshContent.Positions member of the parent.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.Add(System.Int32)">
      <summary>Appends a new vertex index to the end of the VertexContent.PositionIndices collection.</summary>
      <param name="positionIndex">Index of the new entry. This can be added to the GeometryContent.Indices member of the parent.</param>
      <returns>Index into the MeshContent.Positions member of the parent.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.CreateVertexBuffer(Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent@,Microsoft.Xna.Framework.Graphics.VertexElement[]@)">
      <summary>Converts design-time vertex position and channel data into a vertex buffer format that  a graphics device can recognize.</summary>
      <param name="vertexBuffer">A packed vertex buffer.</param>
      <param name="vertexElements">Description of the vertex format.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.InsertRange(System.Int32,System.Collections.Generic.IEnumerable{System.Int32})">
      <summary>
    Inserts multiple vertex indices to the VertexContent.PositionIndices collection.
  </summary>
      <param name="index">Vertex index to be inserted.</param>
      <param name="positionIndexCollection">Position of the first element of the inserted range in the collection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.Insert(System.Int32,System.Int32)">
      <summary>
    Inserts a new vertex index to the VertexContent.PositionIndices collection.
  </summary>
      <param name="index">Vertex index to be inserted.</param>
      <param name="positionIndex">Position of new vertex index in the collection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.RemoveAt(System.Int32)">
      <summary>Removes a vertex index from the specified location in both VertexContent.PositionIndices and VertexChannel&amp;lt;T&amp;gt;.</summary>
      <param name="index">Index of the vertex to be removed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.RemoveRange(System.Int32,System.Int32)">
      <summary>
    Removes a range of vertex indices from the specified location in both VertexContent.PositionIndices and VertexChannel&amp;lt;T&amp;gt;.
  </summary>
      <param name="index">Index of the first vertex index to be removed.</param>
      <param name="count">Number of indices to remove.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.Channels">
      <summary>Gets the list of named vertex data channels in the VertexContent.</summary>
      <returns>Collection of vertex data channels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.PositionIndices">
      <summary>Gets the list of position indices.</summary>
      <returns>Position of the position index being retrieved.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.Positions">
      <summary>Gets position data from the parent mesh object.</summary>
      <returns>Collection of vertex positions for the mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent.VertexCount">
      <summary>Number of vertices for the content.</summary>
      <returns>Number of vertices.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.VertexContent">
      <summary>Provides methods and properties for maintaining the vertex data of a GeometryContent.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle">
      <summary>Flags that describe style information to be applied to text.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle.Bold">
      <summary>Bold text.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle.Italic">
      <summary>Italic text.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescriptionStyle.Regular">
      <summary>Normal text.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer.#ctor(System.Type,System.String)">
      <summary>
    Initializes a new instance of the ContentTypeSerializer class for serializing the specified type using the specified XML shortcut name.
  </summary>
      <param name="targetType">The target type.</param>
      <param name="xmlTypeName">The XML shortcut name.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer.#ctor(System.Type)">
      <summary>
    Initializes a new instance of the ContentTypeSerializer class for serializing the specified type.
  </summary>
      <param name="targetType">The target type.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer.ObjectIsEmpty(System.Object)">
      <summary>
    Queries whether an object contains data to be serialized.
  </summary>
      <param name="value">The object to query.</param>
      <returns>true if value contains data to be serialized; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer.CanDeserializeIntoExistingObject">
      <summary>Gets a value indicating whether this component may load data into an existing object or if it must it construct a new instance of the object before loading the data.
  </summary>
      <returns>true if this component can load data into an existing object; false if a new instance of the object must be constructed.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer.TargetType">
      <summary>
    Gets the type handled by this serializer component.
  </summary>
      <returns>The type handled by this serializer component.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer.XmlTypeName">
      <summary>
    Gets a short-form XML name for the target type, or null if there is none.
</summary>
      <returns>
      A short-form XML name for the target type, or null if there is none.
    </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer">
      <summary>
    Provides methods for serializing and deserializing a specific managed type.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializerAttribute.#ctor">
      <summary>Initializes a new isntance of the ContentTypeSerializerAttribute class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializerAttribute">
      <summary>
    Identifies type serializer components. 
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer`1.#ctor(System.String)">
      <summary>
    Initializes a new instance of the ContentTypeSerializer`1 class using the specified XML shortcut name.
  </summary>
      <param name="xmlTypeName">The XML shortcut name.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer`1.#ctor">
      <summary>
    Initializes a new instance of the ContentTypeSerializer`1 class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer`1.ObjectIsEmpty(`0)">
      <summary>Queries whether an object contains data to be serialized.</summary>
      <param name="value">The object to query.</param>
      <returns>true if value contains data to be serialized; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer`1.ObjectIsEmpty(System.Object)">
      <summary>Queries whether a strongly-typed object contains data to be serialized.</summary>
      <param name="value">The object to query.</param>
      <returns>true if value contains data to be serialized; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer`1">
      <summary>
    Provides a generic implementation of ContentTypeSerializer methods and properties for serializing and deserializing a specific managed type.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.MoveToElement(System.String)">
      <summary>Moves to the specified element if the element name exists. </summary>
      <param name="elementName">The element name.</param>
      <returns>true if the specified element exists and the move was successful; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadExternalReference``1(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0})">
      <summary>Reads an external reference ID and records it for subsequent operations.</summary>
      <param name="existingInstance">The object receiving the data, or null if a new instance of the object should be created.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadObject``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer)">
      <summary>
    Reads a single object from the input XML stream, using the specified type hint.
  </summary>
      <param name="format">The format of the XML.</param>
      <param name="typeSerializer">The type serializer.</param>
      <returns>The object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadObject``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute,``0)">
      <summary>Reads a single object from the input XML stream, optionally specifying an existing instance to receive the data.  </summary>
      <param name="format">The format expected by the type serializer.</param>
      <param name="existingInstance">The object receiving the data, or null if a new instance should be created.</param>
      <returns>The object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadObject``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute)">
      <summary>Reads a single object from the input XML stream.  </summary>
      <param name="format">The format expected by the type serializer.</param>
      <returns>The object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadObject``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer,``0)">
      <summary>
    Reads a single object from the input XML stream using the specified type hint, optionally specifying an existing instance to receive the data.
  </summary>
      <param name="format">The format of the XML.</param>
      <param name="typeSerializer">The type serializer.</param>
      <param name="existingInstance">The object receiving the data, or null if a new instance should be created.</param>
      <returns>The object</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadRawObject``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer)">
      <summary>
    Reads a single object from the input XML stream as an instance of the specified type using the specified type hint.
  </summary>
      <param name="format">The format of the XML.</param>
      <param name="typeSerializer">The type serializer.</param>
      <returns>The object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadRawObject``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute,``0)">
      <summary>
    Reads a single object from the input XML stream, as an instance of the specified type.
  </summary>
      <param name="format">The object.</param>
      <param name="existingInstance">The object receiving the data, or null if a new instance should be created.</param>
      <returns>The type of object read.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadRawObject``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute)">
      <summary>
    Reads a single object from the input XML stream as an instance of the specified type, optionally specifying an existing instance to receive the data.
  </summary>
      <param name="format">The format of the XML.</param>
      <returns>The object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadRawObject``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer,``0)">
      <summary>
    Reads a single object from the input XML stream as an instance of the specified type using the specified type hint, optionally specifying an existing instance to receive the data.
  </summary>
      <param name="format">The format of the XML.</param>
      <param name="typeSerializer">The type serializer.</param>
      <param name="existingInstance">The object receiving the data, or null if a new instance should be created.</param>
      <returns>The object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadSharedResource``1(Microsoft.Xna.Framework.Content.ContentSerializerAttribute,System.Action{``0})">
      <summary>
    Reads a shared resource ID and records it for subsequent operations.
  </summary>
      <param name="format">The format of the XML.</param>
      <param name="fixup">The fixup operation to perform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.ReadTypeName">
      <summary>
    Reads and decodes a type descriptor from the XML input stream.
  </summary>
      <returns>The type descriptor.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.Serializer">
      <summary>Gets the parent serializer.</summary>
      <returns>The parent serializer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader.Xml">
      <summary>Gets the XML input stream.</summary>
      <returns>The XML input stream.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateReader">
      <summary>Provides an implementation of many of the methods of IntermediateSerializer.  Deserializes and tracks state for shared resources and external references.  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer.Deserialize``1(System.Xml.XmlReader,System.String)">
      <summary>
    Deserializes an intermediate XML file into a managed object.

  </summary>
      <param name="input">Intermediate XML file.</param>
      <param name="referenceRelocationPath">Final name of the output file used to relative encode external reference filenames.</param>
      <returns>The deserialized type.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer.GetTypeSerializer(System.Type)">
      <summary>Retrieves the worker serializer for a specified type. </summary>
      <param name="type">The type.</param>
      <returns>The worker serializer</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer.Serialize``1(System.Xml.XmlWriter,``0,System.String)">
      <summary>Serializes an object into an intermediate XML file. </summary>
      <param name="output">The output XML stream.</param>
      <param name="value">The object to be serialized.</param>
      <param name="referenceRelocationPath">Final name of the output file, used to relative encode external reference filenames.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateSerializer">
      <summary>Provides methods for reading and writing XNA intermediate XML format. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.WriteExternalReference``1(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0})">
      <summary>
    Adds an external reference to the output XML, and records the filename to be serialized later.
  </summary>
      <param name="value">The external reference to add.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.WriteObject``1(``0,Microsoft.Xna.Framework.Content.ContentSerializerAttribute,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer)">
      <summary>
    Writes a single object to the output XML stream, using the specified type hint.
  </summary>
      <param name="value">The value to write.</param>
      <param name="format">The format of the XML.</param>
      <param name="typeSerializer">The type serializer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.WriteObject``1(``0,Microsoft.Xna.Framework.Content.ContentSerializerAttribute)">
      <summary>
    Writes a single object to the output XML stream.
  </summary>
      <param name="value">The value to write.</param>
      <param name="format">The format of the XML.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.WriteRawObject``1(``0,Microsoft.Xna.Framework.Content.ContentSerializerAttribute,Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.ContentTypeSerializer)">
      <summary>Writes a single object to the output XML stream as an instance of the specified type.</summary>
      <param name="value">The value to write.</param>
      <param name="format">The format of the XML.</param>
      <param name="typeSerializer">The type serializer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.WriteRawObject``1(``0,Microsoft.Xna.Framework.Content.ContentSerializerAttribute)">
      <summary>
    Writes a single object to the output XML stream using the specified serializer worker. 
  </summary>
      <param name="value">The value to write.</param>
      <param name="format">The format of the XML.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.WriteSharedResource``1(``0,Microsoft.Xna.Framework.Content.ContentSerializerAttribute)">
      <summary>
    Adds a shared reference to the output XML and records the object to be serialized later.
  </summary>
      <param name="value">The value to write.</param>
      <param name="format">The format of the XML.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.WriteTypeName(System.Type)">
      <summary>
    Writes a managed type descriptor to the XML output stream.
  </summary>
      <param name="type">The type.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.Serializer">
      <summary>Gets the parent serializer.</summary>
      <returns>The parent serializer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter.Xml">
      <summary>
    Gets the XML output stream.
  </summary>
      <returns>The XML output stream.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Serialization.Intermediate.IntermediateWriter">
      <summary>Provides an implementation of many of the methods of IntermediateSerializer including  serialization and state tracking for shared resources and external references. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ChildCollection`2.#ctor(`0)">
      <summary>Creates an instance of ChildCollection.</summary>
      <param name="parent">Parent object of the child objects returned in the collection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ChildCollection`2.ClearItems">
      <summary>Removes all children from the collection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ChildCollection`2.GetParent(`1)">
      <summary>Gets the parent of a child object.</summary>
      <param name="child">The child of the parent being retrieved.</param>
      <returns>The parent of the child object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ChildCollection`2.InsertItem(System.Int32,`1)">
      <summary>Inserts a child object into the collection at the specified location.</summary>
      <param name="index">The position in the collection.</param>
      <param name="item">The child object being inserted.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ChildCollection`2.RemoveItem(System.Int32)">
      <summary>Removes a child object from the collection.</summary>
      <param name="index">The index of the item being removed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ChildCollection`2.SetItem(System.Int32,`1)">
      <summary>Modifies the value of the child object at the specified location.</summary>
      <param name="index">The index of the child object being modified.</param>
      <param name="item">The new value for the child object.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ChildCollection`2.SetParent(`1,`0)">
      <summary>Modifies the value of the parent object of the specified child object.</summary>
      <param name="child">The child of the parent being modified.</param>
      <param name="parent">The new value for the parent object.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ChildCollection`2">
      <summary>Provides a collection of child objects for a content item.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.GetCurrentFilename(Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity)">
      <summary>Gets the filename currently being processed, for use in warning and error messages.</summary>
      <param name="contentIdentity">Identity of a content item. If specified, Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.GetCurrentFilename(Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity)
        uses this value to refine the search. If no value os specified, the current ContentBuildLogger.PushFile(System.String) state is used.</param>
      <returns>Name of the file being processed.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.LogImportantMessage(System.String,System.Object[])">
      <summary>Outputs a high-priority status message from a content importer or processor.</summary>
      <param name="message">Message being reported.</param>
      <param name="messageArgs">Arguments for the reported message.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.LogMessage(System.String,System.Object[])">
      <summary>Outputs a low priority status message from a content importer or processor.</summary>
      <param name="message">Message being reported.</param>
      <param name="messageArgs">Arguments for the reported message.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.LogWarning(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity,System.String,System.Object[])">
      <summary>Outputs a warning message from a content importer or processor.</summary>
      <param name="helpLink">Link to an existing online help topic containing related information.</param>
      <param name="contentIdentity">Identity of the content item that generated the message.</param>
      <param name="message">Message being reported.</param>
      <param name="messageArgs">Arguments for the reported message.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.PopFile">
      <summary>Outputs a message indicating that a content asset has completed processing.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger.PushFile(System.String)">
      <summary>Outputs a message indicating that a content asset has begun processing.</summary>
      <param name="filename">Name of the file containing future messages.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentBuildLogger">
      <summary>Provides methods for reporting informational messages or warnings from content importers and processors.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity.#ctor(System.String)">
      <summary>
    Initializes a new instance of ContentIdentity with the specified values.
  </summary>
      <param name="sourceFilename">The absolute path to the file name of the asset source.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity.#ctor(System.String,System.String)">
      <summary>
    Initializes a new instance of ContentIdentity with the specified values.
  </summary>
      <param name="sourceFilename">The absolute path to the file name of the asset source.</param>
      <param name="sourceTool">The name of the digital content creation (DCC) tool that created the asset.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity.#ctor">
      <summary>
    Initializes a new instance of ContentIdentity.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity.#ctor(System.String,System.String,System.String)">
      <summary>
    Initializes a new instance of ContentIdentity with the specified values.
  </summary>
      <param name="sourceFilename">The absolute path to the file name of the asset source.</param>
      <param name="sourceTool">The name of the digital content creation (DCC) tool that created the asset.</param>
      <param name="fragmentIdentifier">Specific location of the content item within the larger source file. For example, this could be a line number in the file.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity.FragmentIdentifier">
      <summary>Gets or sets the specific location of the content item within the larger source file.</summary>
      <returns>Location of the content item. This location can be in various forms. For example, this could indicate a line number within the source file.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity.SourceFilename">
      <summary>Gets or sets the file name of the asset source.</summary>
      <returns>The absolute path to the file name of the asset source.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity.SourceTool">
      <summary>Gets or sets the creation tool of the asset.</summary>
      <returns>The name of the digital content creation (DCC) tool that created the asset.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity">
      <summary>Provides properties describing the origin of the game asset, such as the original source file and creation tool. This information is used for error reporting, and by processors that need to determine what directory the asset was originally loaded from.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterAttribute.#ctor(System.String[])">
      <summary>Initializes a new instance of ContentImporterAttribute and sets the file name extensions supported by the importer.
  </summary>
      <param name="fileExtensions">The list of file name extensions supported by the importer. Prefix each extension with a '.'.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterAttribute.#ctor(System.String)">
      <summary>Initializes a new instance of ContentImporterAttribute and sets the file name extension supported by the importer.</summary>
      <param name="fileExtension">The list of file name extensions supported by the importer. Prefix each extension with a '.'.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterAttribute.CacheImportedData">
      <summary>Gets and sets the caching of the content during importation.</summary>
      <returns>If true, imported content is cached in an intermediate file (managed by XNA). By default, caching is not enabled.
          Caching provides significantly faster iteration times when changing the processing code for a file format. A good example would be a third-party digital content creation (DCC) tool that needs to execute before importation can occur. However, caching is not appropriate for all importers—for example, caching bulky content that is quick to import, such as bitmap images.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterAttribute.DefaultProcessor">
      <summary>Gets or sets the name of the default processor for content read by this importer.</summary>
      <returns>Name of the processor to be used as the default.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterAttribute.DisplayName">
      <summary>Gets or sets the string representing the importer in a user interface.</summary>
      <returns>Name displayed in the user interface.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterAttribute.FileExtensions">
      <summary>Gets the supported file name extensions of the importer.</summary>
      <returns>An enumerated list of supported file name extensions. Extensions are prefixed by '.' .</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterAttribute">
      <summary>Provides properties that identify and provide metadata about the importer, such as supported file extensions and caching information.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext.AddDependency(System.String)">
      <summary>Adds a dependency to the specified file.</summary>
      <param name="filename">Name of an asset file.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext.Logger">
      <summary>Gets the logger for an importer.</summary>
      <returns>Logger that contains information on warnings and debug messages generated during importation.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext">
      <summary>Provides properties that define logging behavior for the importer.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Import(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext)">
      <summary>Called by the framework when importing a game asset.</summary>
      <param name="filename">Name of a game asset file.</param>
      <param name="context">Contains information for importing a game asset, such as a logger interface.</param>
      <returns>Resulting game asset.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1.Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext)">
      <summary>Called by the framework when importing a game asset.</summary>
      <param name="filename">Name of a game asset file.</param>
      <param name="context">Contains information for importing a game asset, such as a logger interface.</param>
      <returns>Resulting game asset.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentImporter`1">
      <summary>Implements a file format importer for use with game assets.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentItem.#ctor">
      <summary>
    Initializes a new instance of ContentItem.
  </summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentItem.Identity">
      <summary>Gets or sets the identity of the content item.</summary>
      <returns>The identity of the content item.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentItem.Name">
      <summary>Gets or sets the name of the content item.</summary>
      <returns>The name of the content item.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentItem.OpaqueData">
      <summary>Gets the opaque data of the content item.</summary>
      <returns>The opaque data of the content item, stored as a set of key/value pairs.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentItem">
      <summary>Provides properties that define various aspects of content stored using the intermediate file format of the XNA Framework.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorAttribute.#ctor">
      <summary>Initializes an instance of Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorAttribute.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorAttribute.DisplayName">
      <summary>Gets or sets the string representing the processor in a user interface.</summary>
      <returns>Name displayed in the user interface.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorAttribute">
      <summary>Gets any existing content processor components.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.AddDependency(System.String)">
      <summary>Adds a dependency to the specified file.</summary>
      <param name="filename">Name of an asset file.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAndLoadAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String)">
      <summary>Initiates a nested build of the specified asset and then loads the result into memory.</summary>
      <param name="sourceAsset">Reference to the source asset.</param>
      <param name="processorName">Optional processor for this content.</param>
      <returns>Copy of the final converted content.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAndLoadAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String,Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary,System.String)">
      <summary>Initiates a nested build of the specified asset and then loads the result into memory.</summary>
      <param name="sourceAsset">Reference to the source asset.</param>
      <param name="processorName">Optional processor for this content.</param>
      <param name="processorParameters">Optional collection of named values available as input to the content processor.</param>
      <param name="importerName">Optional importer for this content.</param>
      <returns>Copy of the final converted content.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String)">
      <summary>Initiates a nested build of an additional asset.</summary>
      <param name="sourceAsset">Reference to the source asset.</param>
      <param name="processorName">Optional processor for this content.</param>
      <returns>Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String) returns but it will be available for loading by the game at runtime.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String,Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary,System.String,System.String)">
      <summary>Initiates a nested build of an additional asset.</summary>
      <param name="sourceAsset">Reference to the source asset.</param>
      <param name="processorName">Optional processor for this content.</param>
      <param name="processorParameters">Optional collection of named values available as input to the content processor.</param>
      <param name="importerName">Optional importer for this content.</param>
      <param name="assetName">Optional name of the final compiled content.</param>
      <returns>Reference to the final compiled content. The build work is not required to complete before returning. Therefore, this file may not be up to date when Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildAsset``2(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{``0},System.String,Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary,System.String,System.String) returns but it will be available for loading by the game at runtime.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.Convert``2(``0,System.String)">
      <summary>Converts a content item object using the specified content processor. </summary>
      <param name="input">Source content to be converted.</param>
      <param name="processorName">Optional processor for this content.</param>
      <returns>Reference of the final converted content.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.BuildConfiguration">
      <summary>Gets the name of the current content build configuration.</summary>
      <returns>Name of the build configuration.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.Logger">
      <summary>Gets the logger interface used for status messages or warnings.</summary>
      <returns>Logger interface used by the processor.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.Parameters">
      <summary>Gets the collection of parameters used by the content processor.</summary>
      <returns>Collection of content processor parameters.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext.TargetPlatform">
      <summary>Gets the current content build target platform.</summary>
      <returns>Name of the target platform for the current content build.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext">
      <summary>Provides access to custom processor parameters, methods for converting member data, and triggering nested builds.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2.#ctor">
      <summary>Initializes a new instance of the Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2 class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2.Process(`0,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Processes the specified input data and returns the result.</summary>
      <param name="input">Existing content object being processed.</param>
      <param name="context">Contains any required custom process parameters.</param>
      <returns>A typed object representing the processed input.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2.Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.Process(System.Object,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Processes the specified input data and returns the result.</summary>
      <param name="input">Existing content object being processed.</param>
      <param name="context">Contains any required custom process parameters.</param>
      <returns>The processed input.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2.Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.InputType">
      <summary>
    Gets the expected object type of the input parameter to IContentProcessor.Process.
  </summary>
      <returns>Object type of the input parameter.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2.Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.OutputType">
      <summary>
    Gets the object type returned by IContentProcessor.Process.
  </summary>
      <returns>Type of object returned by the processor.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ContentProcessor`2">
      <summary>Provides a base class to use when developing custom processor components. All processors must derive from this class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ExternalReference`1.#ctor(System.String)">
      <summary>
    Initializes a new instance of ExternalReference.
  </summary>
      <param name="filename">The name of the referenced file.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ExternalReference`1.#ctor(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity)">
      <summary>
    Initializes a new instance of ExternalReference, specifying the file path relative to another content item.
  </summary>
      <param name="filename">The name of the referenced file.</param>
      <param name="relativeToContent">The content that the path specified in filename is relative to.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.ExternalReference`1.#ctor">
      <summary>
    Initializes a new instance of ExternalReference.
  </summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.ExternalReference`1.Filename">
      <summary>Gets and sets the file name of an ExternalReference.</summary>
      <returns>The absolute file name of the external data reference.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.ExternalReference`1">
      <summary>Specifies external references to a data file for the content item.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter.Import(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext)">
      <summary>Called by the XNA Framework when importing a .spritefont file to be used as a game asset. This is the method called by the XNA Framework when an asset is to be imported into an object that can be recognized by the Content Pipeline.</summary>
      <param name="filename">Name of a game asset file.</param>
      <param name="context">Contains information for importing a game asset, such as a logger interface.</param>
      <returns>Resulting game asset.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.FontDescriptionImporter">
      <summary>Provides methods for reading .spritefont files for use in the Content Pipeline.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.IContentImporter.Import(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext)">
      <summary>Imports an asset from the specified file.</summary>
      <param name="filename">Name of the game asset file.</param>
      <param name="context">A ContentImporterContext class containing information for importing a game asset, such as a logger interface.</param>
      <returns>Resulting game asset.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.IContentImporter">
      <summary>Accesses a statically typed ContentImporter`1 instance from generic code using dynamic typing.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.Process(System.Object,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Processes the specified input data and returns the result.</summary>
      <param name="input">Existing content object being processed.</param>
      <param name="context">Contains any required custom process parameters.</param>
      <returns>An object representing the processed input.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.InputType">
      <summary>
    Gets the expected object type of the input parameter to IContentProcessor.Process.
  </summary>
      <returns>Object type of the input parameter.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor.OutputType">
      <summary>
    Gets the object type returned by IContentProcessor.Process.
  </summary>
      <returns>Type of object returned by the processor.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.IContentProcessor">
      <summary>Provides methods and properties for accessing a statically typed ContentProcessor subclass, using dynamically typed object data.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of the InvalidContentException class with the specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="innerException">The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException.#ctor(System.String)">
      <summary>Initializes a new instance of the InvalidContentException class with the specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException.#ctor(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity,System.Exception)">
      <summary>
    Initializes a new instance of the InvalidContentException class with the specified error message, the identity of the content throwing the exception, and a reference to the inner exception that is the cause of this exception.
  </summary>
      <param name="message">A message that describes the error.</param>
      <param name="contentIdentity">Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified.</param>
      <param name="innerException">The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException.#ctor(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentIdentity)">
      <summary>
    Initializes a new instance of the InvalidContentException class with the specified error message and the identity of the content throwing the exception.
  </summary>
      <param name="message">A message that describes the error.</param>
      <param name="contentIdentity">Information about the content item that caused this error, including the file name. In some cases, a location within the file (of the problem) is specified.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
      <summary>
    Initializes a new instance of the InvalidContentException class with information on serialization and streaming context for the related content item.</summary>
      <param name="serializationInfo">Information necessary for serialization and deserialization of the content item.</param>
      <param name="streamingContext">Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException.#ctor">
      <summary>Initializes a new instance of the InvalidContentException class</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException.GetObjectData(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
      <summary>When overridden in a derived class, returns information about the exception.</summary>
      <param name="info">Information necessary for serialization and deserialization of the content item.</param>
      <param name="context">Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException.ContentIdentity">
      <summary>Gets or sets the identity of the content item that caused the exception.</summary>
      <returns>The identity of the bad content item.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.InvalidContentException">
      <summary>Thrown when errors are encountered in content during processing.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.#ctor">
      <summary>Initializes an instance of NamedValueDictionary.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.AddItem(System.String,`0)">
      <summary>Adds an element to the dictionary.</summary>
      <param name="key">Identity of the key of the new element.</param>
      <param name="value">The value of the new element.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.Add(System.String,`0)">
      <summary>Adds the specified key and value to the dictionary.</summary>
      <param name="key">Identity of the key of the new data pair.</param>
      <param name="value">The value of the new data pair.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.System.Collections.Generic.ICollection&lt;System.Collections.Generic.KeyValuePair&lt;System.String,T&gt;&gt;.Add(System.Collections.Generic.KeyValuePair{System.String,`0})">
      <summary>Adds an item to the collection.</summary>
      <param name="item">The item to add to the collection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.ClearItems">
      <summary>Removes all elements from the dictionary.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.Clear">
      <summary>Removes all keys and values from the dictionary.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.ContainsKey(System.String)">
      <summary>Determines whether the specified key is present in the dictionary.</summary>
      <param name="key">Identity of a key.</param>
      <returns>true if the value is present; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.System.Collections.Generic.ICollection&lt;System.Collections.Generic.KeyValuePair&lt;System.String,T&gt;&gt;.Contains(System.Collections.Generic.KeyValuePair{System.String,`0})">
      <summary>Determines whether the collection contains a specific value.</summary>
      <param name="item">The object to locate in the collection.</param>
      <returns>true if the collection contains the object; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.System.Collections.Generic.ICollection&lt;System.Collections.Generic.KeyValuePair&lt;System.String,T&gt;&gt;.CopyTo(System.Collections.Generic.KeyValuePair{System.String,`0}[],System.Int32)">
      <summary>Copies the elements of the collection to an array, starting at a specified index. </summary>
      <param name="array">The index at which to begin the copy.</param>
      <param name="arrayIndex">The destination array.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.System.Collections.IEnumerable.GetEnumerator">
      <summary>Returns an enumerator that can iterate through this collection.</summary>
      <returns>An enumerator that can iterate through this collection</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.GetEnumerator">
      <summary>Gets an enumerator that iterates through items in a dictionary.</summary>
      <returns>Enumerator for iterating through the dictionary.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.RemoveItem(System.String)">
      <summary>Removes the specified element from the dictionary.</summary>
      <param name="key">Identity of the key of the data pair to be removed.</param>
      <returns>true if the value is present; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.Remove(System.String)">
      <summary>Removes the specified key and value from the dictionary.</summary>
      <param name="key">Identity of the key to be removed.</param>
      <returns>true if the value is present; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.System.Collections.Generic.ICollection&lt;System.Collections.Generic.KeyValuePair&lt;System.String,T&gt;&gt;.Remove(System.Collections.Generic.KeyValuePair{System.String,`0})">
      <summary>Removes the first occurrence of the specified object from the collection.</summary>
      <param name="item">The item to remove from the collection.</param>
      <returns>true if the item was successfully removed from the collection; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.SetItem(System.String,`0)">
      <summary>Modifies the value of an existing element.</summary>
      <param name="key">Identity of the element to be modified.</param>
      <param name="value">The value to be set.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.TryGetValue(System.String,`0)">
      <summary>Gets the value associated with the specified key.</summary>
      <param name="key">Identity of the key of the element whose value is to be retrieved.</param>
      <param name="value">The current value of the element.</param>
      <returns>true if the value is present; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.Count">
      <summary>Gets the number of items in the dictionary.</summary>
      <returns>Number of items.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.System.Collections.Generic.ICollection&lt;System.Collections.Generic.KeyValuePair&lt;System.String,T&gt;&gt;.IsReadOnly">
      <summary>Gets a value indicating if this object is read-only.</summary>
      <returns>true if the object is read-only; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.Item(System.String)">
      <summary>Gets or sets the specified item.</summary>
      <param name="key" />
      <returns>Identity of a key.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.Keys">
      <summary>Gets all keys contained in the dictionary.</summary>
      <returns>Collection of keys for the dictionary.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1.Values">
      <summary>Gets all values contained in the dictionary.</summary>
      <returns>Collection of values for the dictionary.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.NamedValueDictionary`1">
      <summary>Base class for dictionaries that map string identifiers to data values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary.#ctor">
      <summary>Initializes a new instance of OpaqueDataDictionary.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary.GetContentAsXml">
      <summary>Gets the data contents and returns it as a single XML string.</summary>
      <returns>Data contents of the entry.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary.GetValue``1(System.String,``0)">
      <summary>Gets the value of the specified key/value pair of the asset.</summary>
      <param name="key">The name of the key.</param>
      <param name="defaultValue">The value to return if the key cannot be found. This can be null for reference types, 0 for primitive types, and a zero-filled structure for structure types.</param>
      <returns>The value of the retrieved opaque data.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.OpaqueDataDictionary">
      <summary>Provides properties that define opaque data for a game asset.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.Update(System.Collections.Generic.IEnumerable{System.String})">
      <summary>Updates the scanner object with the latest available assembly states.</summary>
      <param name="pipelineAssemblies">Enumerated list of available assemblies.</param>
      <returns>true if an actual scan was required, indicating the collection contents may have changed. false if no assembly changes were detected since the previous call.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.Errors">
      <summary>Gets the list of error messages produced by the last call to Update.</summary>
      <returns>Collection of the latest error descriptions.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.ImporterAttributes">
      <summary>Gets a dictionary that maps importer names to their associated metadata attributes.</summary>
      <returns>Importer names and their related metadata values.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.ImporterNames">
      <summary>Gets the names of all available importers.</summary>
      <returns>List of available importer names.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.ImporterOutputTypes">
      <summary>Gets a dictionary that maps importer names to the fully qualified name of their return types.</summary>
      <returns>Importer names and their related return types.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.ProcessorAttributes">
      <summary>Gets a dictionary that maps processor names to their associated metadata attributes.</summary>
      <returns>Processor names and their related metadata values.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.ProcessorInputTypes">
      <summary>Gets a dictionary that maps processor names to the fully qualified name of supported input types.</summary>
      <returns>Processor names and the input types they support.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.ProcessorNames">
      <summary>Gets the names of all available importers.</summary>
      <returns>List of available processor names.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner.ProcessorOutputTypes">
      <summary>Gets a dictionary that maps processor names to the fully qualified name of their output types.</summary>
      <returns>Processor names and their related output types.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.PipelineComponentScanner">
      <summary>Implements a scanner object containing the available importers and processors for an application.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.PipelineException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of the PipelineException class with the specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="innerException">The exception that is the cause of the current exception. If innerException is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.PipelineException.#ctor(System.String)">
      <summary>
    Initializes a new instance of the PipelineException class with the specified error message.
  </summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.PipelineException.#ctor(System.String,System.Object[])">
      <summary>Initializes a new instance of the PipelineException class with the specified error message.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="messageArgs">Array of strings specifying message-related arguments.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.PipelineException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
      <summary>
    Creates an instance of PipelineException with information on serialization and streaming context for the related content item.
  </summary>
      <param name="serializationInfo">Information necessary for serialization and deserialization of the content item.</param>
      <param name="streamingContext">Information necessary for the source and destination of a given serialized stream. Also provides an additional caller-defined context.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.PipelineException.#ctor">
      <summary>Creates an instance of PipelineException.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.PipelineException">
      <summary>Thrown when errors are encountered during a content pipeline build.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.XmlImporter.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.XmlImporter.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.XmlImporter.Import(System.String,Microsoft.Xna.Framework.Content.Pipeline.ContentImporterContext)">
      <summary>Called by the framework when importing an intermediate file containing a game asset.</summary>
      <param name="filename">Name of the intermediate file.</param>
      <param name="context">Contains information for importing the intermediate file, such as a logger interface.</param>
      <returns>Object representing the game asset contained by the intermediate file.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.XmlImporter">
      <summary>Implements an importer for reading intermediate XML files.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Processes the string representation of the specified effect into a platform-specific binary format using the specified context.</summary>
      <param name="input">The effect string to be processed.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>A platform-specific compiled binary effect.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.EffectProcessor">
      <summary>Processes a string representation to a platform-specific compiled effect.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.FontDescription,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Creates SpriteFontContent from a Framework.Content.Pipeline.Graphics.FontDescription object.</summary>
      <param name="input">Description of the font to build.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The font data.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.FontDescriptionProcessor">
      <summary>Provides methods to convert a font description class containing the name and size of a font into SpriteFontContent.
</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor.GetCharacterForIndex(System.Int32)">
      <summary>Maps a glyph index to a character.</summary>
      <param name="index">The glyph index.  This is a zero-based index that corresponds to the position of the glyph in the original character.  This value begins at the upper-left corner of the texture and increases when moving to the right and down.</param>
      <returns>The character represented by the specified glyph index.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.Texture2DContent,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Creates SpriteFontContent from a bitmap.</summary>
      <param name="input">The bitmap data to convert to a font.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The font data.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.FontTextureProcessor">
      <summary>Provides methods to convert a specially marked 2D bitmap into SpriteFontContent.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessor.#ctor">
      <summary>Initializes a new instance of the MaterialProcessor class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessor.BuildEffect(Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{Microsoft.Xna.Framework.Content.Pipeline.Graphics.EffectContent},Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Builds effect content.</summary>
      <param name="effect">An external reference to the effect content.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>A platform-specific compiled binary effect.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessor.BuildTexture(System.String,Microsoft.Xna.Framework.Content.Pipeline.ExternalReference{Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent},Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Builds texture content.</summary>
      <param name="textureName">The name of the texture.  This should correspond to the key used to store the texture in Framework.Content.Pipeline.Graphics.MaterialContent.Textures.</param>
      <param name="texture">The asset to build.  This should be a member of Framework.Content.Pipeline.Graphics.MaterialContent.Textures.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The built texture content.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Builds the texture and effect content for the material.</summary>
      <param name="input">The material content to build.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The built material.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.MaterialProcessor">
      <summary>Builds the effects and textures of a Framework.Content.Pipeline.Graphics.MaterialContent object.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelBoneContent.Children">
      <summary>
    Gets the children of this bone.
  </summary>
      <returns>The children of this bone.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelBoneContent.Index">
      <summary>
    Gets the index of this bone in a ModelBoneContentCollection.
  </summary>
      <returns>
        The index of this bone in a ModelBoneContentCollection.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelBoneContent.Name">
      <summary>
    Gets the bone name.
  </summary>
      <returns>The bone name.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelBoneContent.Parent">
      <summary>
    Gets the parent of this bone.
  </summary>
      <returns>The parent of this bone.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelBoneContent.Transform">
      <summary>
    Gets or sets the local transformation matrix for this bone.
  </summary>
      <returns>The local transformation matrix for this bone.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelBoneContent">
      <summary>Stores design-time data for a Framework.Graphics.ModelBone asset.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelBoneContentCollection">
      <summary>A collection of ModelBoneContent objects.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelContent.Bones">
      <summary>
    Gets the collection of bones that are referenced by this model.
  </summary>
      <returns>The collection of bones that are referenced by this model.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelContent.Meshes">
      <summary>Gets the collection of meshes that are associated with this model.</summary>
      <returns>The collection of meshes that are associated with this model.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelContent.Root">
      <summary>Gets the root bone of this model</summary>
      <returns>The root bone of this model.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelContent.Tag">
      <summary>
    Gets a user defined tag object.
  </summary>
      <returns>User-defined tag object.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelContent">
      <summary>
    Stores design-time data for a Framework.Graphics.Model asset.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContent.BoundingSphere">
      <summary>
    Gets the bounding sphere for this mesh.
  </summary>
      <returns>The bounding sphere for this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContent.IndexBuffer">
      <summary>Gets the index buffer associated with this mesh.</summary>
      <returns>The index buffer associated with this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContent.MeshParts">
      <summary>Gets the children mesh parts associated with this mesh.</summary>
      <returns>The children mesh parts associated with this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContent.Name">
      <summary>Gets the mesh name.</summary>
      <returns>The mesh name.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContent.ParentBone">
      <summary>Gets the parent bone.</summary>
      <returns>The parent bone.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContent.Tag">
      <summary>Gets a user-defined tag object.</summary>
      <returns>User-defined tag object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContent.VertexBuffer">
      <summary>Gets the vertex buffer associated with this mesh.</summary>
      <returns>The vertex buffer associated with this mesh.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContent">
      <summary>
    Stores design-time data for a Framework.Graphics.ModelMesh asset.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshContentCollection">
      <summary>
    A collection of ModelMeshContent objects.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent.GetVertexDeclaration">
      <summary>Gets the vertex declaration for this mesh part.</summary>
      <returns>The vertex declaration for this mesh part.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent.BaseVertex">
      <summary>Gets the offset from the start of the index buffer to the first vertex index. </summary>
      <returns>The offset from the start of the index buffer to the first vertex index. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent.Material">
      <summary>Gets the material of this mesh part.</summary>
      <returns>The material of this mesh part.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent.NumVertices">
      <summary>
    Gets the number of vertices used in this mesh part.
</summary>
      <returns>The number of vertices used in this mesh part.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent.PrimitiveCount">
      <summary>Gets the number of primitives to render for this mesh part.</summary>
      <returns>The number of primitives in this mesh part.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent.StartIndex">
      <summary>
    Gets the location in the index buffer at which to start reading vertices.

  </summary>
      <returns>
        The location in the index buffer at which to start reading vertices.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent.StreamOffset">
      <summary>
    Gets the offset, in bytes, from the first index of the of vertex buffer for this mesh part.
  </summary>
      <returns>The offset, in bytes, from the first index of the of vertex buffer for this mesh part.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent.Tag">
      <summary>Gets a user-defined tag object.</summary>
      <returns>A user-defined tag object.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContent">
      <summary>
    Stores design-time data for a Framework.Graphics.ModelMeshPart asset.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelMeshPartContentCollection">
      <summary>
    Collection of ModelMeshPartContent objects.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor.ConvertMaterial(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Called by the framework when the MaterialContent property of a GeometryContent object is encountered in the input node collection.</summary>
      <param name="material">The input material content.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The converted material content.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor.ProcessGeometryUsingMaterial(Microsoft.Xna.Framework.Content.Pipeline.Graphics.MaterialContent,System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent},Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Processes all geometry using a specified material.</summary>
      <param name="material">A material used in the scene.</param>
      <param name="geometryCollection">A collection of all the geometry using the specified material.</param>
      <param name="context">Context for the specified processor.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor.ProcessVertexChannel(Microsoft.Xna.Framework.Content.Pipeline.Graphics.GeometryContent,System.Int32,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Processes geometry content vertex channels at the specified index.</summary>
      <param name="geometry">The geometry content to process.</param>
      <param name="vertexChannelIndex">Index of the vertex channel to process.</param>
      <param name="context">Context for the specified processor.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.NodeContent,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Converts mesh content to model content.</summary>
      <param name="input">The root node content.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The model content.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelProcessor">
      <summary>Processes a game asset mesh to a model content that is optimal for runtime.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelTextureProcessor.#ctor">
      <summary>Initializes a new instance of the ModelTextureProcessor class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelTextureProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Processes a texture.</summary>
      <param name="input">The texture content to process.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The processed texture content.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.ModelTextureProcessor">
      <summary>Processes textures for 3D models.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.PassThroughProcessor.#ctor">
      <summary>Initializes a new instance of the PassThroughProcessor class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.PassThroughProcessor.Process(System.Object,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>
    No-operation process that simply returns the input argument.
  </summary>
      <param name="input">The input argument.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The unmodified input argument.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.PassThroughProcessor">
      <summary>
    Provides an implementation of a no-operation processor that returns an unmodified copy of the input data.   </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.SpriteFontContent">
      <summary>
    Provides methods and properties for managing a design-time Microsoft.Xna.Framework.Graphics.SpriteFont holding packed font data.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.SpriteTextureProcessor.#ctor">
      <summary>Initializes a new instance of the SpriteTextureProcessor class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.SpriteTextureProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>Processes a texture for use as 2D sprites or user interface components. </summary>
      <param name="input">The input texture content.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The converted texture content.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.SpriteTextureProcessor">
      <summary>Processes textures for use as 2D sprites or user interface components. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor.#ctor">
      <summary>Initializes a new instance of the TextureProcessor class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor.Process(Microsoft.Xna.Framework.Content.Pipeline.Graphics.TextureContent,Microsoft.Xna.Framework.Content.Pipeline.ContentProcessorContext)">
      <summary>
    Processes a texture.
  </summary>
      <param name="input">The texture content to process.</param>
      <param name="context">Context for the specified processor.</param>
      <returns>The converted texture content.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.TextureProcessor">
      <summary>
    Provides methods for processing textures.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent.#ctor(System.Int32)">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent(System.Int32) of the specified size.
  </summary>
      <param name="size">The size of the vertex buffer content, in bytes.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent.SizeOf(System.Type)">
      <summary>Gets the size of the specified type, in bytes.</summary>
      <param name="type">The type.</param>
      <returns>The size of the specified type, in bytes.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent.Write(System.Int32,System.Int32,System.Type,System.Collections.IEnumerable)">
      <summary>Writes additional data into the vertex buffer.</summary>
      <param name="offset">Offset at which to begin writing.</param>
      <param name="stride">Stride of the data being written, in bytes.</param>
      <param name="dataType">The type of data to be written.</param>
      <param name="data">The data to write.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent.Write``1(System.Int32,System.Int32,System.Collections.Generic.IEnumerable{``0})">
      <summary>Writes additional data into the vertex buffer.</summary>
      <param name="offset">Offset to begin writing at.</param>
      <param name="stride">Stride of the data being written, in bytes.</param>
      <param name="data">Enumerated collection of data.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent.VertexData">
      <summary>Gets the array containing the raw bytes of the packed vertex data.</summary>
      <returns>Raw data of the packed vertex data.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Processors.VertexBufferContent">
      <summary>Provides methods and properties for managing a design-time vertex buffer that holds packed vertex data.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.Execute">
      <summary>
    Executes the related build task.
  </summary>
      <returns>true if the task completed successfully; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.BuildConfiguration">
      <summary>Gets or sets the content build configuration name.</summary>
      <returns>Name of the configuration.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.IntermediateDirectory">
      <summary>Gets or sets the directory for storing temporary build files.</summary>
      <returns>Directory containing the intermediate build files.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.IntermediateFiles">
      <summary>Gets all file names produced by the build, regardless of any incremental optimizations.</summary>
      <returns>Array of file names produced by the content build.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.OutputContentFiles">
      <summary>Gets all file names produced by the build, regardless of any incremental optimizations.</summary>
      <returns>Array of file names produced by the content build.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.OutputDirectory">
      <summary>Gets or sets the output directory for the final build results.</summary>
      <returns>Output directory for final build result files</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.PipelineAssemblies">
      <summary>
    Gets or sets the names of assemblies that provide Importer&amp;lt;T&amp;gt; or ContentProcessor&amp;lt;T&amp;gt; components for use by the build.
  </summary>
      <returns>Current pipeline assemblies or the values to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RebuildAll">
      <summary>Gets or sets the force rebuild flag.</summary>
      <returns>Current value of the force rebuild flag.If true, all content is rebuilt (even when incremental checks indicate everything is up to date). The default value is false.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RebuiltContentFiles">
      <summary>Gets the list of file names modified by an incremental rebuild.</summary>
      <returns>Array of file names modified by an incremental rebuild.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.RootDirectory">
      <summary>Gets or sets the base path for the entire content build process.</summary>
      <returns>Base path of the content build process.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.SourceAssets">
      <summary>Gets or sets the source asset files to be built.</summary>
      <returns>Current source asset files to be built or the values to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent.TargetPlatform">
      <summary>Gets or sets the content build target platform.</summary>
      <returns>Target of the content build. For a list of possible values, see Microsoft.Xna.Framework.TargetPlatform.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildContent">
      <summary>Provides methods and properties for importing and processing game assets into a binary format.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.Execute">
      <summary>Executes the BuildXact task.</summary>
      <returns>true to begin execution of the task; otherwise false.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.BuildConfiguration">
      <summary>Gets or sets the content build configuration name.</summary>
      <returns>Current name of the build configuration or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.IntermediateDirectory">
      <summary>Gets or sets the directory for storing temporary build files.</summary>
      <returns>Current directory for temporary build files or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.IntermediateFiles">
      <summary>Gets the names of the intermediate files used internally by the build.</summary>
      <returns>Intermediate file names produced by the build.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.OutputDirectory">
      <summary>Gets or sets the directory for the final build results.</summary>
      <returns>Current directory for the final build results or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.OutputXactFiles">
      <summary>Gets the names of all files produced by the build, regardless of any incremental optimizations. 
</summary>
      <returns>File names produced by the build or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.RebuildAll">
      <summary>Gets or sets the force rebuild flag.</summary>
      <returns>If true, all XACT target files are rebuilt; otherwise only modified files are rebuilt. Default value is false.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.RebuiltXactFiles">
      <summary>Gets the names of files modified by an incremental rebuild.</summary>
      <returns>File names modified by an incremental build.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.RootDirectory">
      <summary>Gets or sets the base directory for the entire content build process.</summary>
      <returns>Current name of the base directory or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.TargetPlatform">
      <summary>Gets or sets the content build target platform.</summary>
      <returns>Current platform or the value to be set. Can be one of the following values: Windows or Xbox360</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.XactProjects">
      <summary>Gets or sets the XACT project files to be built.</summary>
      <returns>Current XACT project files to be built or value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact.XnaFrameworkVersion">
      <summary>Gets or sets XNA framework version, used to determine the xactbld.exe path.</summary>
      <returns>Version of the XNA framework or the value to be set. Currently, 1.0 is the only valid value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXact">
      <summary>An MSBuild task that provides incremental build capabilities for XACT projects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Tasks.CleanContent.#ctor">
      <summary>Instantiates a new instance of this MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Tasks.CleanContent.Execute">
      <summary>Removes all intermediate and output files that were created by a previous Content Pipeline build operation.</summary>
      <returns>true if errors were logged; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.CleanContent.BuildConfiguration">
      <summary>Gets or sets the content build configuration name.</summary>
      <returns>The content build configuration name.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.CleanContent.IntermediateDirectory">
      <summary>Gets or sets the directory for storing temporary build files.</summary>
      <returns>The directory for storing temporary build files.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.CleanContent.OutputDirectory">
      <summary>Gets or sets the output directory for the final build results.</summary>
      <returns>The output directory for the final build results.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.CleanContent.RootDirectory">
      <summary>Gets or sets the base path for the entire content build process.</summary>
      <returns>The base path for the entire content build process.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.CleanContent.TargetPlatform">
      <summary>Gets or sets the content build target platform.</summary>
      <returns>The content build target platform.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Tasks.CleanContent">
      <summary>An MSBuild task for deleting all the intermediate and output files that were created by a previous Content Pipeline build operation.
  </summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Content.Pipeline.Tasks.ICancelBuild.BuildCancelled">
      <summary>
    Notifies a Content Pipeline build task that the build process should be canceled.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Tasks.ICancelBuild">
      <summary>Interface used to cancel the Content Pipeline build process.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Tasks.ResolveGlobalAssemblies.#ctor">
      <summary>
    Initializes a new instance of Microsoft.Xna.Framework.Content.Pipeline.Tasks.ResolveGlobalAssemblies.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Content.Pipeline.Tasks.ResolveGlobalAssemblies.Execute">
      <summary>Executes the ResolveGlobalAssemblies task.</summary>
      <returns>true to begin execution of the task; otherwise false.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.ResolveGlobalAssemblies.Assemblies">
      <summary>Gets or sets the file names of the global assemblies to be modified.</summary>
      <returns>File names to be modified or the value to be set.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Content.Pipeline.Tasks.ResolveGlobalAssemblies.XnaFrameworkVersion">
      <summary>Gets or sets the XNA framework version, used to determine the xactbld.exe path.</summary>
      <returns>Version of the XNA framework or the value to be set. Currently, 1.0 is the only valid value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Content.Pipeline.Tasks.ResolveGlobalAssemblies">
      <summary>An MSBuildTask that modifies the filenames of global content pipeline assemblies to point to a specific directory under the install path of XNA Game Studio Express.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.BoundingBoxConverter.#ctor">
      <summary>[Windows Only] Initializes a new instance of the BoundingBoxConverter class. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.BoundingBoxConverter.ConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object)">
      <summary>[Windows Only] Converts the given object to the type of this converter, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The current culture.</param>
      <param name="value">The object to convert.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.BoundingBoxConverter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.BoundingBoxConverter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this BoundingBoxConverter is associated with, using the specified context, given a set of property values for the object.
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.BoundingBoxConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.BoundingBox values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.BoundingSphereConverter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the BoundingSphereConverter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.BoundingSphereConverter.ConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object)">
      <summary>[Windows Only] Converts the given object to the type of this converter, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The current culture.</param>
      <param name="value">The object to convert.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.BoundingSphereConverter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.BoundingSphereConverter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this BoundingSphereConverter is associated with, using the specified context, given a set of property values for the object.
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.BoundingSphereConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.BoundingSphere values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MathTypeConverter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the MathTypeConverter class.
  </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Design.MathTypeConverter.propertyDescriptions">
      <summary>[Windows Only] Represents a collection of System.ComponentModel.PropertyDescriptor objects. </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Design.MathTypeConverter.supportStringConvert">
      <summary>[Windows Only] Returns whether string conversion is supported.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MathTypeConverter.CanConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Type)">
      <summary>[Windows Only] Returns whether this converter can convert an object of the given type to the type of this converter, using the specified context.</summary>
      <param name="context">The format context.</param>
      <param name="sourceType">The type you want to convert from.</param>
      <returns>true if this converter can perform the conversion; false otherwise. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MathTypeConverter.CanConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Type)">
      <summary>[Windows Only] Returns whether this converter can convert an object of one type to the type of this converter. </summary>
      <param name="context">The format context.</param>
      <param name="destinationType">The destination type.</param>
      <returns>true if this converter can perform the conversion; false otherwise. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MathTypeConverter.GetCreateInstanceSupported(System.ComponentModel.ITypeDescriptorContext)">
      <summary>[Windows Only] Returns whether changing a value on this object requires a call to CreateInstance to create a new value, using the specified context. </summary>
      <param name="context">The format context.</param>
      <returns>true if changing a property on this object requires a call to CreateInstance to create a new value; false otherwise. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MathTypeConverter.GetPropertiesSupported(System.ComponentModel.ITypeDescriptorContext)">
      <summary>[Windows Only] Returns whether this object supports properties, using the specified context. </summary>
      <param name="context">The format context.</param>
      <returns>true if GetProperties should be called to find the properties of this object; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MathTypeConverter.GetProperties(System.ComponentModel.ITypeDescriptorContext,System.Object,System.Attribute[])">
      <summary>[Windows Only] Returns a collection of properties for the type of array specified by the value parameter. </summary>
      <param name="context">The format context.</param>
      <param name="value">The type of array for which to get properties.</param>
      <param name="attributes">An array to use as a filter.</param>
      <returns>The properties that are exposed for this data type, or null if there are no properties. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.MathTypeConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting math type values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MatrixConverter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the MatrixConverter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MatrixConverter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.MatrixConverter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this MatrixConverter is associated with, using the specified context, given a set of property values for the object.
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.MatrixConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.Matrix values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.PlaneConverter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the PlaneConverter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.PlaneConverter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.PlaneConverter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this PlaneConverter is associated with, using the specified context, given a set of property values for the object.
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>An object representing propertyValues, or null if the object cannot be created.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.PlaneConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.Plane values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.PointConverter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the PointConverter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.PointConverter.ConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object)">
      <summary>[Windows Only] Converts the given object to the type of this converter, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The current culture.</param>
      <param name="value">The object to convert.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.PointConverter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.PointConverter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this PointConverter is associated with, using the specified context, given a set of property values for the object.
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.PointConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.Point values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.QuaternionConverter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the QuaternionConverter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.QuaternionConverter.ConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object)">
      <summary>[Windows Only] Converts the given object to the type of this converter, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The current culture.</param>
      <param name="value">The object to convert.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.QuaternionConverter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.QuaternionConverter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this QuaternionConverter is associated with, using the specified context, given a set of property values for the object.
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.QuaternionConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.Quaternion values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.RayConverter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the RayConverter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.RayConverter.ConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object)">
      <summary>[Windows Only] Converts the given object to the type of this converter, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The current culture.</param>
      <param name="value">The object to convert.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.RayConverter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.RayConverter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this RayConverter is associated with, using the specified context, given a set of property values for the object.
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.RayConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.Ray values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.RectangleConverter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the RectangleConverter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.RectangleConverter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.RectangleConverter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this RectangleConverter is associated with, using the specified context, given a set of property values for the object. 
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.RectangleConverter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.Rectangle values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector2Converter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the Vector2Converter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector2Converter.ConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object)">
      <summary>[Windows Only] Converts the given object to the type of this converter, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The current culture.</param>
      <param name="value">The object to convert.</param>
      <returns>The converted value. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector2Converter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector2Converter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this Vector2Converter is associated with, using the specified context, given a set of property values for the object. 
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.Vector2Converter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.Vector2 values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector3Converter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the Vector3Converter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector3Converter.ConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object)">
      <summary>[Windows Only] Converts the given object to the type of this converter, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The current culture.</param>
      <param name="value">The object to convert.</param>
      <returns>The converted value. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector3Converter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector3Converter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] 
    Creates an instance of the type that this Vector3Converter is associated with, using the specified context, given a set of property values for the object. 
  </summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.Vector3Converter">
      <summary>[Windows Only] 
    Provides a unified way of converting Framework.Vector3 values to other types, as well as for accessing standard values and subproperties.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector4Converter.#ctor">
      <summary>[Windows Only] 
    Initializes a new instance of the Vector4Converter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector4Converter.ConvertFrom(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object)">
      <summary>[Windows Only] Converts the given object to the type of this converter, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The current culture.</param>
      <param name="value">The object to convert.</param>
      <returns>The converted value.  </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector4Converter.ConvertTo(System.ComponentModel.ITypeDescriptorContext,System.Globalization.CultureInfo,System.Object,System.Type)">
      <summary>[Windows Only] Converts the given value object to the specified type, using the specified context and culture information. </summary>
      <param name="context">The format context.</param>
      <param name="culture">The culture to use in the conversion.</param>
      <param name="value">The object to convert.</param>
      <param name="destinationType">The destination type.</param>
      <returns>The converted value. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Design.Vector4Converter.CreateInstance(System.ComponentModel.ITypeDescriptorContext,System.Collections.IDictionary)">
      <summary>[Windows Only] Creates an instance of the type that this Vector4Converter is associated with, using the specified context, given a set of property values for the object.</summary>
      <param name="context">The format context.</param>
      <param name="propertyValues">The new property values.</param>
      <returns>
        An object representing propertyValues, or null if the object cannot be created. 
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Design.Vector4Converter">
      <summary>[Windows Only] Provides a unified way of converting Framework.Vector4 values to other types, as well as for accessing standard values and subproperties.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Creates an instance of BoundingBox.</summary>
      <param name="min">The minimum point the BoundingBox includes.</param>
      <param name="max">The maximum point the BoundingBox includes.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.BoundingBox.CornerCount">
      <summary>Specifies the total number of corners (8) in the BoundingBox.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.BoundingBox.Max">
      <summary>The maximum point the BoundingBox contains.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.BoundingBox.Min">
      <summary>
    The minimum point the BoundingBox contains.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Contains(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Tests whether the BoundingBox contains a BoundingSphere.</summary>
      <param name="sphere">The BoundingSphere to test for overlap.</param>
      <returns>Enumeration indicating the extent of overlap.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Contains(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Tests whether the BoundingBox contains a point.
  </summary>
      <param name="point">The point to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Contains(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>Tests whether the BoundingBox contains a BoundingFrustum.</summary>
      <param name="frustum">The BoundingFrustum to test for overlap.</param>
      <returns>Enumeration indicating the extent of overlap.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Contains(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Tests whether the BoundingBox contains a BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Contains(Microsoft.Xna.Framework.BoundingBox)">
      <summary>Tests whether the BoundingBox contains another BoundingBox.</summary>
      <param name="box">The BoundingBox to test for overlap.</param>
      <returns>Enumeration indicating the extent of overlap.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Contains(Microsoft.Xna.Framework.Vector3)">
      <summary>Tests whether the BoundingBox contains a point.</summary>
      <param name="point">The point to test for overlap.</param>
      <returns>Enumeration indicating the extent of overlap.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Contains(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Tests whether the BoundingBox contains a BoundingBox.
  </summary>
      <param name="box">The BoundingBox to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.CreateFromPoints(System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Vector3})">
      <summary>Creates the smallest BoundingBox that will contain a group of points.</summary>
      <param name="points">A list of points the BoundingBox should contain.</param>
      <returns>The created BoundingBox.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.CreateFromSphere(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Creates the smallest BoundingBox that will contain the specified BoundingSphere.</summary>
      <param name="sphere">The BoundingSphere to contain.</param>
      <returns>The created BoundingBox.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.CreateFromSphere(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.BoundingBox@)">
      <summary>
    Creates the smallest BoundingBox that will contain the specified BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to contain.</param>
      <param name="result">The created BoundingBox.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.CreateMerged(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.BoundingBox@)">
      <summary>
    Creates the smallest BoundingBox that contains the two specified BoundingBox instances.
  </summary>
      <param name="original">One of the BoundingBox instances to contain.</param>
      <param name="additional">One of the BoundingBox instances to contain.</param>
      <param name="result">The created BoundingBox.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.CreateMerged(Microsoft.Xna.Framework.BoundingBox,Microsoft.Xna.Framework.BoundingBox)">
      <summary>Creates the smallest BoundingBox that contains the two specified BoundingBox instances.</summary>
      <param name="original">One of the BoundingBoxs to contain.</param>
      <param name="additional">One of the BoundingBoxs to contain.</param>
      <returns>The created BoundingBox.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.op_Equality(Microsoft.Xna.Framework.BoundingBox,Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Determines whether two instances of BoundingBox are equal.
  </summary>
      <param name="a">BoundingBox to compare.</param>
      <param name="b">BoundingBox to compare.</param>
      <returns>true if the two BoundingBoxs are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Equals(System.Object)">
      <summary>
    Determines whether two instances of BoundingBox are equal.
  </summary>
      <param name="obj">The System.Object to compare with the current BoundingBox.</param>
      <returns>true if the specified System.Object is equal to the current BoundingBox; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Equals(Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Determines whether two instances of BoundingBox are equal.
  </summary>
      <param name="other">The BoundingBox to compare with the current BoundingBox.</param>
      <returns>true if the specified BoundingBox is equal to the current BoundingBox; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.GetCorners(Microsoft.Xna.Framework.Vector3[])">
      <summary>Gets the array of points that make up the corners of the BoundingBox.</summary>
      <param name="corners">An existing array of at least 8 Vector3 points where the corners of the BoundingBox are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.GetCorners">
      <summary>
    Gets an array of points that make up the corners of the BoundingBox.
  </summary>
      <returns>
        An array of Vector3 points that represent the corners of the BoundingBox.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>
        A hash code for the current BoundingBox.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.op_Inequality(Microsoft.Xna.Framework.BoundingBox,Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Determines whether two instances of BoundingBox are not equal.
  </summary>
      <param name="a">The object to the left of the inequality operator.</param>
      <param name="b">The object to the right of the inequality operator.</param>
      <returns>true if left is not equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Checks whether the current BoundingBox intersects a BoundingSphere.</summary>
      <param name="sphere">The BoundingSphere to check for intersection with.</param>
      <returns>true if the BoundingBox and BoundingSphere intersect; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.Plane)">
      <summary>Checks whether the current BoundingBox intersects a Plane.</summary>
      <param name="plane">The Plane to check for intersection with.</param>
      <returns>An enumeration indicating whether the BoundingBox intersects the Plane.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>
    Checks whether the current BoundingBox intersects a BoundingFrustum.
  </summary>
      <param name="frustum">The BoundingFrustum to check for intersection with.</param>
      <returns>true if the BoundingBox and BoundingFrustum intersect; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.Ray@,System.Nullable{System.Single})">
      <summary>
    Checks whether the current BoundingBox intersects a Ray.
  </summary>
      <param name="ray">The Ray to check for intersection with.</param>
      <param name="result">Distance at which the ray intersects the BoundingBox, or null if there is no intersection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Checks whether the current BoundingBox intersects another BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection with.</param>
      <returns>true if the BoundingBoxs intersect; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.PlaneIntersectionType@)">
      <summary>
    Checks whether the current BoundingBox intersects a Plane.
  </summary>
      <param name="plane">The Plane to check for intersection with.</param>
      <param name="result">An enumeration indicating whether the BoundingBox intersects the Plane.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.BoundingBox@,System.Boolean@)">
      <summary>
    Checks whether the current BoundingBox intersects another BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection with.</param>
      <param name="result">true if the BoundingBox instances intersect; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.BoundingSphere@,System.Boolean@)">
      <summary>
    Checks whether the current BoundingBox intersects a BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to check for intersection with.</param>
      <param name="result">true if the BoundingBox and BoundingSphere intersect; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.Intersects(Microsoft.Xna.Framework.Ray)">
      <summary>
    Checks whether the current BoundingBox intersects a Ray.
  </summary>
      <param name="ray">The Ray to check for intersection with.</param>
      <returns>Distance at which the ray intersects the BoundingBox, or null if there is no intersection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingBox.ToString">
      <summary>
    Returns a System.String that represents the current BoundingBox.
  </summary>
      <returns>System.String representation of the current BoundingBox.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.BoundingBox">
      <summary>Defines an axis-aligned box-shaped 3D volume.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.#ctor(Microsoft.Xna.Framework.Matrix)">
      <summary>Creates a new instance of BoundingFrustum.</summary>
      <param name="value">Combined matrix that usually takes view × projection matrix.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.BoundingFrustum.CornerCount">
      <summary>Specifies the total number of corners (8) in the BoundingFrustum.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Checks whether the current BoundingFrustum contains the specified BoundingSphere.</summary>
      <param name="sphere">The BoundingSphere to check against the  current BoundingFrustum.</param>
      <returns>Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingSphere.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Checks whether the current BoundingFrustum contains the specified point.
  </summary>
      <param name="point">The point to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>
    Checks whether the current BoundingFrustum contains the specified BoundingFrustum.
  </summary>
      <param name="frustum">The BoundingFrustum to check against the  current BoundingFrustum.</param>
      <returns>
        Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingFrustum.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Checks whether the current BoundingFrustum contains the specified BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Checks whether the current BoundingFrustum contains the specified BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check against the  current BoundingFrustum.</param>
      <returns>
        Enumeration indicating the relationship of the current BoundingFrustum to the specified BoundingBox.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.Vector3)">
      <summary>
    Checks whether the current BoundingFrustum contains the specified point.
  </summary>
      <param name="point">The point to check against the  current BoundingFrustum.</param>
      <returns>
        Enumeration indicating the relationship of the current BoundingFrustum to the specified point.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Contains(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Checks whether the current BoundingFrustum contains the specified BoundingBox.
  </summary>
      <param name="box">The BoundingBox to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.op_Equality(Microsoft.Xna.Framework.BoundingFrustum,Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>
    Determines whether two instances of BoundingFrustum are equal.
  </summary>
      <param name="a">The BoundingFrustum to the left of the equality operator.</param>
      <param name="b">The BoundingFrustum to the right of the equality operator.</param>
      <returns>true if left is equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Equals(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>
    Determines whether the specified BoundingFrustum is equal to the current BoundingFrustum.
  </summary>
      <param name="other">The BoundingFrustum to compare with the current BoundingFrustum.</param>
      <returns>true if the specified BoundingFrustum is equal to the current BoundingFrustum; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Equals(System.Object)">
      <summary>
    Determines whether the specified System.Object is equal to the BoundingFrustum.
  </summary>
      <param name="obj">The System.Object to compare with the current BoundingFrustum.</param>
      <returns>true if the specified System.Object is equal to the current BoundingFrustum; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.GetCorners(Microsoft.Xna.Framework.Vector3[])">
      <summary>
    Gets an array of points that make up the corners of the BoundingFrustum.
  </summary>
      <param name="corners">An existing array of at least 8 Vector3 points where the corners of the BoundingFrustum are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.GetCorners">
      <summary>
    Gets an array of points that make up the corners of the BoundingFrustum.
  </summary>
      <returns>
        Array of Vector3 points that make up the corners of the BoundingFrustum.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>A hash code for the current BoundingFrustum.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.op_Inequality(Microsoft.Xna.Framework.BoundingFrustum,Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>Determines whether two instances of BoundingFrustum are not equal.</summary>
      <param name="a">The BoundingFrustum to the left of the inequality operator.</param>
      <param name="b">The BoundingFrustum to the right of the inequality operator.</param>
      <returns>true if left is not equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Checks whether the current BoundingFrustum intersects the specified BoundingSphere.</summary>
      <param name="sphere">The BoundingSphere to check for intersection.</param>
      <returns>true if the BoundingFrustum intersects the BoundingSphere; false otherwise. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.Plane)">
      <summary>Checks whether the current BoundingFrustum intersects the specified Plane.</summary>
      <param name="plane">The Plane to check for intersection.</param>
      <returns>An enumeration indicating whether BoundingFrustum intersects the specified Plane.
    </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>
    Checks whether the current BoundingFrustum intersects the specified BoundingFrustum.
  </summary>
      <param name="frustum">The BoundingFrustum to check for intersection.</param>
      <returns>true if the current BoundingFrustum intersects the specified BoundingFrustum; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.Ray@,System.Nullable{System.Single})">
      <summary>
    Checks whether the current BoundingFrustum intersects a Ray.
  </summary>
      <param name="ray">The Ray to check for intersection with.</param>
      <param name="result">Distance at which the ray intersects the BoundingFrustum or null if there is no intersection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Checks whether the current BoundingFrustum intersects the specified BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection.</param>
      <returns>true if the BoundingFrustum intersects the BoundingBox; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.PlaneIntersectionType@)">
      <summary>
    Checks whether the current BoundingFrustum intersects a Plane.
  </summary>
      <param name="plane">The Plane to check for intersection with.</param>
      <param name="result">An enumeration indicating whether the BoundingFrustum intersects the Plane.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingBox@,System.Boolean@)">
      <summary>
    Checks whether the current BoundingFrustum intersects a BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection with.</param>
      <param name="result">true if the BoundingFrustum and BoundingBox intersect; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.BoundingSphere@,System.Boolean@)">
      <summary>
    Checks whether the current BoundingFrustum intersects a BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to check for intersection with.</param>
      <param name="result">true if the BoundingFrustum and BoundingSphere intersect; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.Intersects(Microsoft.Xna.Framework.Ray)">
      <summary>
    Checks whether the current BoundingFrustum intersects the specified Ray.
  </summary>
      <param name="ray">The Ray to check for intersection.</param>
      <returns>Distance at which the ray intersects the BoundingFrustum or null if there is no intersection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingFrustum.ToString">
      <summary>Returns a System.String that represents the current BoundingFrustum.</summary>
      <returns>System.String representation of the current BoundingFrustum.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.BoundingFrustum.Bottom">
      <summary>Gets the bottom plane of the BoundingFrustum.</summary>
      <returns>Returns the bottom plane of the BoundingFrustum.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.BoundingFrustum.Far">
      <summary>Gets the far plane of the BoundingFrustum.</summary>
      <returns>Returns the far plane of the BoundingFrustum.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.BoundingFrustum.Left">
      <summary>Gets the left plane of the BoundingFrustum.</summary>
      <returns>Returns the left plane of the BoundingFrustum.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.BoundingFrustum.Matrix">
      <summary>Gets the Matrix that was used to instantiate this bounding frustum.</summary>
      <returns>
        the Matrix that was used to instantiate this bounding frustum.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.BoundingFrustum.Near">
      <summary>Gets the near plane of the BoundingFrustum.</summary>
      <returns>Returns the near plane of the BoundingFrustum.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.BoundingFrustum.Right">
      <summary>Gets the right plane of the BoundingFrustum.</summary>
      <returns>Returns the right plane of the BoundingFrustum.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.BoundingFrustum.Top">
      <summary>Gets the top plane of the BoundingFrustum.</summary>
      <returns>Returns the top plane of the BoundingFrustum.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.BoundingFrustum">
      <summary>Defines a frustum and helps determine whether forms intersect with it.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.#ctor(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Creates a new instance of BoundingSphere.</summary>
      <param name="center">Center point of the sphere.</param>
      <param name="radius">Radius of the sphere.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.BoundingSphere.Center">
      <summary>The center point of the sphere.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.BoundingSphere.Radius">
      <summary>The radius of the sphere.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>
    Checks whether the current BoundingSphere contains the specified BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to check against the  current BoundingSphere.</param>
      <returns>An enumeration indicating the relationship of the BoundingSpheres.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Checks whether the current BoundingSphere contains the specified point.
  </summary>
      <param name="point">The point to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>
    Checks whether the current BoundingSphere contains the specified BoundingFrustum.
  </summary>
      <param name="frustum">The BoundingFrustum to check against the  current BoundingSphere.</param>
      <returns>
        An enumeration indicating the relationship of the specified BoundingFrustum to the current BoundingSphere.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Checks whether the current BoundingSphere contains the specified BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Checks whether the current BoundingSphere contains the specified BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check against the  current BoundingSphere.</param>
      <returns>
        An enumeration indicating the relationship of the specified BoundingBox to the current BoundingSphere.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.Vector3)">
      <summary>
    Checks whether the current BoundingSphere contains the specified point.
  </summary>
      <param name="point">The point to check against the  current BoundingSphere.</param>
      <returns>
        An enumeration indicating the relationship of the specified point to the current BoundingSphere.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Contains(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.ContainmentType@)">
      <summary>
    Checks whether the current BoundingSphere contains the specified BoundingBox.
  </summary>
      <param name="box">The BoundingBox to test for overlap.</param>
      <param name="result">Enumeration indicating the extent of overlap.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateFromBoundingBox(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.BoundingSphere@)">
      <summary>
    Creates the smallest BoundingSphere that can contain a specified BoundingBox.
  </summary>
      <param name="box">The BoundingBox to create the BoundingSphere from.</param>
      <param name="result">The created BoundingSphere.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateFromBoundingBox(Microsoft.Xna.Framework.BoundingBox)">
      <summary>Creates the smallest BoundingSphere that can contain a specified BoundingBox. </summary>
      <param name="box">The BoundingBox to create the BoundingSphere from.</param>
      <returns>The created BoundingSphere.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateFromFrustum(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>Creates the smallest BoundingSphere that can contain a specified BoundingFrustum.  </summary>
      <param name="frustum">The BoundingFrustum to create the BoundingSphere with.</param>
      <returns>The created BoundingSphere.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateFromPoints(System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Vector3})">
      <summary>Creates a BoundingSphere that can contain a specified list of points.</summary>
      <param name="points">List of points the BoundingSphere must contain.</param>
      <returns>The created BoundingSphere.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateMerged(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.BoundingSphere@)">
      <summary>
    Creates a BoundingSphere that contains the two specified BoundingSphere instances.
  </summary>
      <param name="original">BoundingSphere to be merged.</param>
      <param name="additional">BoundingSphere to be merged.</param>
      <param name="result">The created BoundingSphere.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.CreateMerged(Microsoft.Xna.Framework.BoundingSphere,Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Creates a BoundingSphere that contains the two specified BoundingSphere instances.</summary>
      <param name="original">BoundingSphere to be merged.</param>
      <param name="additional">BoundingSphere to be merged.</param>
      <returns>The created BoundingSphere.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.op_Equality(Microsoft.Xna.Framework.BoundingSphere,Microsoft.Xna.Framework.BoundingSphere)">
      <summary>
    Determines whether two instances of BoundingSphere are equal.
  </summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if left is equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Equals(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>
    Determines whether the specified BoundingSphere is equal to the current BoundingSphere.
  </summary>
      <param name="other">The BoundingSphere to compare with the current BoundingSphere.</param>
      <returns>true if the specified BoundingSphere is equal to the current BoundingSphere; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Equals(System.Object)">
      <summary>
    Determines whether the specified System.Object is equal to the BoundingSphere.
  </summary>
      <param name="obj">The System.Object to compare with the current BoundingSphere.</param>
      <returns>true if the specified System.Object is equal to the current BoundingSphere; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>
        A hash code for the current BoundingSphere.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.op_Inequality(Microsoft.Xna.Framework.BoundingSphere,Microsoft.Xna.Framework.BoundingSphere)">
      <summary>
    Determines whether two instances of BoundingSphere are not equal.
  </summary>
      <param name="a">The BoundingSphere to the left of the inequality operator.</param>
      <param name="b">The BoundingSphere to the right of the inequality operator.</param>
      <returns>true if left is not equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Checks whether the current BoundingSphere intersects with a specified BoundingSphere. </summary>
      <param name="sphere">The BoundingSphere to check for intersection with the current BoundingSphere.</param>
      <returns>true if the BoundingSpheres intersect; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.Plane)">
      <summary>Checks whether the current BoundingSphere intersects with a specified Plane.</summary>
      <param name="plane">The Plane to check for intersection with the current BoundingSphere.</param>
      <returns>An enumeration indicating the relationship between the BoundingSphere and the Plane. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>
    Checks whether the current BoundingSphere intersects with a specified BoundingFrustum.
  </summary>
      <param name="frustum">The BoundingFrustum to check for intersection with the current BoundingSphere.</param>
      <returns>true if the BoundingFrustum and BoundingSphere intersect; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.Ray@,System.Nullable{System.Single})">
      <summary>
    Checks whether the current BoundingSphere intersects a Ray.
  </summary>
      <param name="ray">The Ray to check for intersection with.</param>
      <param name="result">Distance at which the ray intersects the BoundingSphere or null if there is no intersection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Checks whether the current BoundingSphere intersects with a specified BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection with the current BoundingSphere.</param>
      <returns>true if the BoundingBox and BoundingSphere intersect; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.PlaneIntersectionType@)">
      <summary>
    Checks whether the current BoundingSphere intersects a Plane.
  </summary>
      <param name="plane">The Plane to check for intersection with.</param>
      <param name="result">An enumeration indicating whether the BoundingSphere intersects the Plane.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingBox@,System.Boolean@)">
      <summary>
    Checks whether the current BoundingSphere intersects a BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection with.</param>
      <param name="result">true if the BoundingSphere and BoundingBox intersect; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.BoundingSphere@,System.Boolean@)">
      <summary>
    Checks whether the current BoundingSphere intersects another BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to check for intersection with.</param>
      <param name="result">true if the BoundingSphere instances intersect; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.Intersects(Microsoft.Xna.Framework.Ray)">
      <summary>
    Checks whether the current BoundingSphere intersects with a specified Ray.
  </summary>
      <param name="ray">The Ray to check for intersection with the current BoundingSphere.</param>
      <returns>Distance at which the ray intersects the BoundingSphere or null if there is no intersection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.BoundingSphere.ToString">
      <summary>
    Returns a System.String that represents the current BoundingSphere.
  </summary>
      <returns>System.String representation of the current BoundingSphere.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.BoundingSphere">
      <summary>Defines a sphere.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Curve.#ctor">
      <summary>Initializes a new instance of Curve.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Curve.Clone">
      <summary>Creates a copy of the Curve.</summary>
      <returns>
        The copy of the Curve.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Curve.ComputeTangents(Microsoft.Xna.Framework.CurveTangent)">
      <summary>
    Computes all tangents for all CurveKeys in this Curve, using a specified tangent type for both CurveKey.TangentIn and CurveKey.TangentOut.
  </summary>
      <param name="tangentType">The type of CurveKey.TangentOut and CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Curve.ComputeTangents(Microsoft.Xna.Framework.CurveTangent,Microsoft.Xna.Framework.CurveTangent)">
      <summary>
    Computes all tangents for all CurveKeys in this Curve,
    using different tangent types for CurveKey.TangentOut and CurveKey.TangentIn.
  </summary>
      <param name="tangentInType">The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration).</param>
      <param name="tangentOutType">The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Curve.ComputeTangent(System.Int32,Microsoft.Xna.Framework.CurveTangent)">
      <summary>Computes both the CurveKey.TangentIn and the CurveKey.TangentOut for a CurveKey specified by its index.</summary>
      <param name="keyIndex">The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve).</param>
      <param name="tangentType">The type of tangents to compute (one of the types specified in the CurveTangent enumeration).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Curve.ComputeTangent(System.Int32,Microsoft.Xna.Framework.CurveTangent,Microsoft.Xna.Framework.CurveTangent)">
      <summary>
    Computes a specified type of CurveKey.TangentIn and a specified type of CurveKey.TangentOut for a given CurveKey. 
  </summary>
      <param name="keyIndex">The index of the CurveKey for which to compute tangents (in the Curve.Keys collection of the Curve).</param>
      <param name="tangentInType">The type of CurveKey.TangentIn to compute (one of the types specified in the CurveTangent enumeration).</param>
      <param name="tangentOutType">The type of CurveKey.TangentOut to compute (one of the types specified in the CurveTangent enumeration).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Curve.Evaluate(System.Single)">
      <summary>Finds the value at a position on the Curve.</summary>
      <param name="position">The position on the Curve.</param>
      <returns>Value at the position on the Curve.
    </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Curve.IsConstant">
      <summary>Gets a value indicating whether the curve is constant.</summary>
      <returns>true is the curve is constant (has one or fewer points); false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Curve.Keys">
      <summary>The points that make up the curve.</summary>
      <returns>Points that make up the curve.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Curve.PostLoop">
      <summary>Specifies how to handle weighting values that are greater than the last control point in the curve.</summary>
      <returns>Specifies how to handle weighting values.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Curve.PreLoop">
      <summary>Specifies how to handle weighting values that are less than the first control point in the curve.</summary>
      <returns>Specifies how to handle weighting values.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Curve">
      <summary>Stores an arbitrary collection of 2D CurveKey points, and provides methods for evaluating features of the curve they define.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.#ctor(System.Single,System.Single)">
      <summary>Initializes a new instance of CurveKey.</summary>
      <param name="position">Position in the curve.</param>
      <param name="value">Value of the control point.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.#ctor(System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.CurveContinuity)">
      <summary>Initializes a new instance of CurveKey.</summary>
      <param name="position">Position in the curve.</param>
      <param name="value">Value of the control point.</param>
      <param name="tangentIn">Tangent approaching point from the previous point in the curve.</param>
      <param name="tangentOut">Tangent leaving point toward next point in the curve.</param>
      <param name="continuity">Enum indicating whether the curve is discrete or continuous.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of CurveKey.</summary>
      <param name="position">Position in the curve.</param>
      <param name="value">Value of the control point.</param>
      <param name="tangentIn">Tangent approaching point from the previous point in the curve.</param>
      <param name="tangentOut">Tangent leaving point toward next point in the curve.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.Clone">
      <summary>Creates a copy of the CurveKey.</summary>
      <returns>The copy of the CurveKey.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.CompareTo(Microsoft.Xna.Framework.CurveKey)">
      <summary>Compares this instance to another CurveKey and returns an indication of their relative values.</summary>
      <param name="other">CurveKey to compare to.</param>
      <returns>Zero if the positions are the same; -1 if this CurveKey comes before  other and 1 if this CurveKey comes after other.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.op_Equality(Microsoft.Xna.Framework.CurveKey,Microsoft.Xna.Framework.CurveKey)">
      <summary>Determines whether two CurveKey instances are equal.</summary>
      <param name="a">CurveKey on the left of the equal sign.</param>
      <param name="b">CurveKey on the right of the equal sign.</param>
      <returns>true if the CurveKeys are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.Equals(Microsoft.Xna.Framework.CurveKey)">
      <summary>
    Determines whether the specified System.Object is equal to the CurveKey.
  </summary>
      <param name="other">The System.Object to compare with the current CurveKey.</param>
      <returns>true if the specified System.Object is equal to the current CurveKey; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>Value that is true if the current instance is equal to the specified object, or false if it is not.
</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.GetHashCode">
      <summary>Returns the hash code for this instance.</summary>
      <returns>Hashcode for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKey.op_Inequality(Microsoft.Xna.Framework.CurveKey,Microsoft.Xna.Framework.CurveKey)">
      <summary>Determines whether two CurveKey instances are not equal.</summary>
      <param name="a">CurveKey on the left of the equal sign.</param>
      <param name="b">CurveKey on the right of the equal sign.</param>
      <returns>true /&gt; if the CurveKeys are not equal; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.CurveKey.Continuity">
      <summary>Describes whether the segment between this point and the next point in the curve is discrete or continuous.</summary>
      <returns>Describes the continuity between this point and the next.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.CurveKey.Position">
      <summary>Position of the CurveKey in the curve.</summary>
      <returns>Position of the CurveKey in the curve.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.CurveKey.TangentIn">
      <summary>Describes the tangent when approaching this point from the previous point in the curve.</summary>
      <returns>The tangent when approaching.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.CurveKey.TangentOut">
      <summary>Describes the tangent when leaving this point to the next point in the curve.</summary>
      <returns>The tangent when leaving.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.CurveKey.Value">
      <summary>Describes the value of this point.</summary>
      <returns>The value of the point.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.CurveKey">
      <summary>Represents a point in a multi-point curve.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.#ctor">
      <summary>Initializes a new instance of CurveKeyCollection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Add(Microsoft.Xna.Framework.CurveKey)">
      <summary>Adds a CurveKey to the CurveKeyCollection.</summary>
      <param name="item">The CurveKey to add.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Clear">
      <summary>Removes all CurveKeys from the CurveKeyCollection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Clone">
      <summary>Creates a copy of the CurveKeyCollection.</summary>
      <returns>A new object that is a copy of this instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Contains(Microsoft.Xna.Framework.CurveKey)">
      <summary>Determines whether the CurveKeyCollection contains a specific CurveKey.</summary>
      <param name="item">true if the CurveKey is found in the CurveKeyCollection; false otherwise.</param>
      <returns>The CurveKey to locate in the CurveKeyCollection.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.CopyTo(Microsoft.Xna.Framework.CurveKey[],System.Int32)">
      <summary>Copies the CurveKeys of the CurveKeyCollection to an array, starting at the array index provided.</summary>
      <param name="array">The destination of the CurveKeys copied from CurveKeyCollection. The array must have zero-based indexing.</param>
      <param name="arrayIndex">The zero-based index in the array to start copying from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.GetEnumerator">
      <summary>Returns an enumerator that iterates through the CurveKeyCollection.</summary>
      <returns>An enumerator for the CurveKeyCollection.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.System.Collections.IEnumerable.GetEnumerator">
      <summary>Returns an enumerator that iterates through the CurveKeyCollection.</summary>
      <returns>An enumerator for the CurveKeyCollection.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.IndexOf(Microsoft.Xna.Framework.CurveKey)">
      <summary>Determines the index of a CurveKey in the CurveKeyCollection.</summary>
      <param name="item">CurveKey to locate in the CurveKeyCollection.</param>
      <returns>The index of the CurveKey if found in the CurveKeyCollection; −1 otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.RemoveAt(System.Int32)">
      <summary>Removes the CurveKey at the specified index.</summary>
      <param name="index">The zero-based index of the item to remove.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.CurveKeyCollection.Remove(Microsoft.Xna.Framework.CurveKey)">
      <summary>Removes the first occurrence of a specific CurveKey from the CurveKeyCollection.</summary>
      <param name="item">The CurveKey to remove from the CurveKeyCollection.</param>
      <returns>true if CurveKey is successfully removed; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.CurveKeyCollection.Count">
      <summary>Gets the number of elements contained in the CurveKeyCollection.</summary>
      <returns>The number of elements in the CurveKeyCollection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.CurveKeyCollection.IsReadOnly">
      <summary>Returns a value indicating whether the CurveKeyCollection is read-only.</summary>
      <returns>true if the CurveKeyCollection is read-only; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.CurveKeyCollection.Item(System.Int32)">
      <summary>Gets or sets the element at the specified index.</summary>
      <param name="index">The array index of the element.</param>
      <returns>The CurveKey at the specified index.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.CurveKeyCollection">
      <summary>Contains the CurveKeys making up a Curve.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.DrawableGameComponent.#ctor(Microsoft.Xna.Framework.Game)">
      <summary>Creates a new instance of Microsoft.Xna.Framework.DrawableGameComponent(Microsoft.Xna.Framework.Game).</summary>
      <param name="game">The Game to add the component to.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.DrawableGameComponent.DrawOrderChanged">
      <summary>Raised when the DrawableGameComponent.DrawOrder property changes.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.DrawableGameComponent.VisibleChanged">
      <summary>Raised when the DrawableGameComponent.Visible property changes.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the DrawableGameComponent and optionally releases the managed resources.
  </summary>
      <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime)">
      <summary>Called when the DrawableGameComponent needs to be drawn.  Override this method with component-specific drawing code.</summary>
      <param name="gameTime">Time passed since the last call to Microsoft.Xna.Framework.DrawableGameComponent.Draw(Microsoft.Xna.Framework.GameTime).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.DrawableGameComponent.Initialize">
      <summary>Initializes the component.  Override this method to load any non-graphics resources and query for any required services.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.DrawableGameComponent.LoadGraphicsContent(System.Boolean)">
      <summary>Called when the component needs to load graphics resources.  Override this method to load any component-specific graphics resources.</summary>
      <param name="loadAllContent">true if all graphics resources need to be loaded; false if only manual resources need to be loaded.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.DrawableGameComponent.OnDrawOrderChanged(System.Object,System.EventArgs)">
      <summary>Called when the DrawableGameComponent.DrawOrder property changes. Raises the DrawableGameComponent.DrawOrderChanged event.</summary>
      <param name="sender">The DrawableGameComponent.</param>
      <param name="args">Arguments to the DrawableGameComponent.DrawOrderChanged event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.DrawableGameComponent.OnVisibleChanged(System.Object,System.EventArgs)">
      <summary>Called when the DrawableGameComponent.Visible property changes.  Raises the DrawableGameComponent.VisibleChanged event.</summary>
      <param name="sender">The DrawableGameComponent.</param>
      <param name="args">Arguments to the DrawableGameComponent.VisibleChanged event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.DrawableGameComponent.UnloadGraphicsContent(System.Boolean)">
      <summary>Called when graphics resources should be unloaded.  Override this method to handle component-specific graphics resources.</summary>
      <param name="unloadAllContent">true if all graphics resources should be unloaded; false if only manual resources should be unloaded.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.DrawableGameComponent.DrawOrder">
      <summary>Order in which the component should be drawn, relative to other components that are in the same GameComponentCollection.
</summary>
      <returns>Order in which the component should be drawn.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.DrawableGameComponent.GraphicsDevice">
      <summary>The Graphics.GraphicsDevice the DrawableGameComponent is associated with.</summary>
      <returns>Graphics.GraphicsDevice the DrawableGameComponent is associated with.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.DrawableGameComponent.Visible">
      <summary>Indicates whether DrawableGameComponent.Draw should be called.</summary>
      <returns>trueDrawableGameComponent.Draw should be called; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.DrawableGameComponent">
      <summary>A game component that is notified when it needs to draw itself.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.#ctor">
      <summary>Initializes a new instance of this class, which provides basic graphics device initialization, game logic, rendering code, and a game loop.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Game.Activated">
      <summary>Raised when the game gains focus.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Game.Deactivated">
      <summary>Raised when the game loses focus.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Game.Disposed">
      <summary>Raised when the game is being disposed.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Game.Exiting">
      <summary>Raised when the game is exiting.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.BeginDraw">
      <summary>
    Starts the drawing of a frame.  This method is followed by calls to Game.Draw and Game.EndDraw.
  </summary>
      <returns>true if the frame should be drawn; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.BeginRun">
      <summary>
    Called after all components are initialized but before the first update in the game loop.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Dispose(System.Boolean)">
      <summary>
    Releases all resources used by the Game class.
  </summary>
      <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime)">
      <summary>Called when the game determines it is time to draw a frame.  Override this method with game-specific rendering code.</summary>
      <param name="gameTime">Time passed since the last call to Microsoft.Xna.Framework.Game.Draw(Microsoft.Xna.Framework.GameTime).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.EndDraw">
      <summary>
    Ends the drawing of a frame.  This method is preceeded by calls to Game.Draw and Game.BeginDraw.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.EndRun">
      <summary>Called after the game loop has stopped running before exiting.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Exit">
      <summary>Exits the game.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Finalize">
      <summary>
    Allows a Game to attempt to free resources and perform other cleanup operations before garbage collection reclaims the Game.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Initialize">
      <summary>
    Called after the Game and Graphics.GraphicsDevice are created, but before Game.LoadGraphicsContent.
</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.LoadGraphicsContent(System.Boolean)">
      <summary>Called when graphics resources need to be loaded.  Override this method to load any game-specific graphics resources.</summary>
      <param name="loadAllContent">true if all graphics resources need to be loaded; false if only manual resources need to be loaded.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.OnActivated(System.Object,System.EventArgs)">
      <summary>Raises the Game.Activated event.  Override this method to add code to handle when the game gains focus.</summary>
      <param name="sender">The Game.</param>
      <param name="args">Arguments for the Game.Activated event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.OnDeactivated(System.Object,System.EventArgs)">
      <summary>Raises the Game.Deactivated event.  Override this method to add code to handle when the game loses focus.</summary>
      <param name="sender">The Game.</param>
      <param name="args">Arguments for the Game.Deactivated event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.OnExiting(System.Object,System.EventArgs)">
      <summary>Raises an Game.Exiting event.  Override this method to add code to handle when the game is exiting.</summary>
      <param name="sender">The Game.</param>
      <param name="args">Arguments for the Game.Exiting event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Run">
      <summary>
    Call this method to initialize the game, begin running the game loop, and start processing events for the game.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Tick">
      <summary>Updates the game's clock and calls Game.Update and Game.Draw.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.UnloadGraphicsContent(System.Boolean)">
      <summary>Called when graphics resources need to be unloaded.  Override this method to unload any game-specifc graphics resources.</summary>
      <param name="unloadAllContent">true if all graphics resources need to be unloaded; false if only manual resources need to be unloaded.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime)">
      <summary>Called when the game has determined that game logic needs to be processed.  Override this method with game-specific logic.</summary>
      <param name="gameTime">Time passed since the last call to Microsoft.Xna.Framework.Game.Update(Microsoft.Xna.Framework.GameTime).</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Game.Components">
      <summary>Gets the collection of GameComponents owned by the game.</summary>
      <returns>The collection of game GameComponents.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Game.InactiveSleepTime">
      <summary>Gets or sets the time to sleep when the game is inactive.</summary>
      <returns>The time to sleep when the game is inactive.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Game.IsActive">
      <summary>Indicates whether the game is currently the active application.</summary>
      <returns>true if the game is active; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Game.IsFixedTimeStep">
      <summary>Gets or sets a value indicating whether to use fixed time steps.</summary>
      <returns>true if using fixed time steps; false otherwise.  
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Game.IsMouseVisible">
      <summary>
    Gets or sets a value indicating whether the mouse cursor should be visible.
  </summary>
      <returns>true if the mouse cursor should be visible; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Game.Services">
      <summary>Gets the GameServiceContainer holding all the service providers attached to the Game.</summary>
      <returns>
        The GameServiceContainer holding all the service providers attached to the Game.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Game.TargetElapsedTime">
      <summary>Gets or sets the target time between calls to Game.Update when Game.IsFixedTimeStep is true.</summary>
      <returns>The target time period for the game loop.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Game.Window">
      <summary>Gets the underlying operating system window.</summary>
      <returns>The underlying operating system window.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Game">
      <summary>Provides basic graphics device initialization, game logic, and rendering code.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponent.#ctor(Microsoft.Xna.Framework.Game)">
      <summary>Initializes a new instance of this class.</summary>
      <param name="game">Game that the game component should be attached to.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.GameComponent.Disposed">
      <summary>Raised when the GameComponent is disposed.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GameComponent.EnabledChanged">
      <summary>Raised when the GameComponent.Enabled property changes.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GameComponent.UpdateOrderChanged">
      <summary>Raised when the GameComponent.UpdateOrder property changes.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponent.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the GameComponent and optionally releases the managed resources.
  </summary>
      <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponent.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponent.Finalize">
      <summary>
    Allows a GameComponent to attempt to free resources and perform other cleanup operations before garbage collection reclaims the GameComponent.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponent.Initialize">
      <summary>Called when the GameComponent needs to be initialized.  Override this method to query for required services and load any non-graphics resources.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponent.OnEnabledChanged(System.Object,System.EventArgs)">
      <summary>Called when the GameComponent.Enabled property changes.  Raises the GameComponent.EnabledChanged event.</summary>
      <param name="sender">The GameComponent.</param>
      <param name="args">Arguments to the GameComponent.EnabledChanged event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponent.OnUpdateOrderChanged(System.Object,System.EventArgs)">
      <summary>Called when the GameComponent.UpdateOrder property changes.  Raises the GameComponent.UpdateOrderChanged event.</summary>
      <param name="sender">The GameComponent.</param>
      <param name="args">Arguments to the GameComponent.UpdateOrderChanged event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime)">
      <summary>Called when the GameComponent needs to be updated.  Override this method with component-specific update code.</summary>
      <param name="gameTime">Time elapsed since the last call to Microsoft.Xna.Framework.GameComponent.Update(Microsoft.Xna.Framework.GameTime)</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameComponent.Enabled">
      <summary>Indicates whether GameComponent.Update should be called when Game.Update is called.</summary>
      <returns>true if GameComponent.Update should be called; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameComponent.Game">
      <summary>
    Gets and sets the Game associated with this GameComponent.
  </summary>
      <returns>
        The Game associated with this GameComponent.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameComponent.UpdateOrder">
      <summary>Indicates the order in which the GameComponent should be updated relative to other GameComponent instances.  Lower values are updated first. </summary>
      <returns>
        The order in which the GameComponent should be updated.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.GameComponent">
      <summary>Base class for all XNA Framework game components.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentAdded">
      <summary>Raised when a component is added to the GameComponentCollection.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GameComponentCollection.ComponentRemoved">
      <summary>
    Raised when a component is removed from the GameComponentCollection.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.GameComponentCollection">
      <summary>A collection of game components.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameComponentCollectionEventArgs.#ctor(Microsoft.Xna.Framework.IGameComponent)">
      <summary>Creates a new instance of Microsoft.Xna.Framework.GameComponentCollectionEventArgs(Microsoft.Xna.Framework.IGameComponent).</summary>
      <param name="gameComponent">The game component affected by the event.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameComponentCollectionEventArgs.GameComponent">
      <summary>The game component affected by the event.</summary>
      <returns>The game component affected by the event.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.GameComponentCollectionEventArgs">
      <summary>Arguments used with events from the GameComponentCollection.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameServiceContainer.#ctor">
      <summary>Initializes a new instance of this class, which represents a collection of game services.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameServiceContainer.AddService(System.Type,System.Object)">
      <summary>Adds a service to the GameServiceContainer.</summary>
      <param name="type">The type of service to add.</param>
      <param name="provider">The service provider to add.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameServiceContainer.GetService(System.Type)">
      <summary>Gets the object providing a specified service.</summary>
      <param name="type">The type of service.</param>
      <returns>The object providing the service.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameServiceContainer.RemoveService(System.Type)">
      <summary>Removes the object providing a specified service.</summary>
      <param name="type">The type of service.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.GameServiceContainer">
      <summary>A collection of game services.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameTime.#ctor(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan)">
      <summary>Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan).</summary>
      <param name="totalRealTime">The amount of real time (wall clock) since the start of the game.</param>
      <param name="elapsedRealTime">The amount of elapsed real time (wall clock) since the last frame.</param>
      <param name="totalGameTime">The amount of game time since the start of the game.</param>
      <param name="elapsedGameTime">The amount of elapsed game time since the last update.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameTime.#ctor(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan,System.Boolean)">
      <summary>
    Creates a new instance of Microsoft.Xna.Framework.GameTime(System.TimeSpan,System.TimeSpan,System.TimeSpan,System.TimeSpan,System.Boolean).
  </summary>
      <param name="totalRealTime">The amount of real time (wall clock) since the start of the game.</param>
      <param name="elapsedRealTime">The amount of elapsed real time (wall clock) since the last frame.</param>
      <param name="totalGameTime">The amount of game time since the start of the game.</param>
      <param name="elapsedGameTime">The amount of elapsed game time since the last update.</param>
      <param name="isRunningSlowly">Whether the game is running multiple updates this frame.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameTime.#ctor">
      <summary>Creates a new instance of Microsoft.Xna.Framework.GameTime.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameTime.ElapsedGameTime">
      <summary>The amount of elapsed game time since the last update.</summary>
      <returns>Elapsed game time since the last update.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameTime.ElapsedRealTime">
      <summary>The amount of elapsed real time (wall clock) since the last frame.</summary>
      <returns>Elapsed real time since the last frame.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameTime.IsRunningSlowly">
      <summary>
    Gets a value indicating that the game loop is taking longer than its Game.TargetElapsedTime.
    In this case, the game loop can be considered to be running too slowly and should do something to "catch up."
  </summary>
      <returns>true if the game loop is taking too long; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameTime.TotalGameTime">
      <summary>The amount of game time since the start of the game.</summary>
      <returns>Game time since the start of the game.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameTime.TotalRealTime">
      <summary>The amount of real time (wall clock) since the start of the game.</summary>
      <returns>Real time since the start of the game.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.GameTime">
      <summary>
    Snapshot of the game timing state expressed in values that can be used by variable-step (real time) or fixed-step (game time) games.
  </summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GameWindow.ClientSizeChanged">
      <summary>Raised when the size of the GameWindow changes.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GameWindow.ScreenDeviceNameChanged">
      <summary>Raised when the GameWindow moves to a different display.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.BeginScreenDeviceChange(System.Boolean)">
      <summary>Starts a device transition (windowed to full screen or vice versa).</summary>
      <param name="willBeFullScreen">Specifies whether the device will be in full-screen mode upon completion of the change.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.EndScreenDeviceChange(System.String)">
      <summary>Completes a device transition.</summary>
      <param name="screenDeviceName">The desktop screen to move the window to.  
        This should be the screen device name of the graphics device that has transitioned to full screen.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.EndScreenDeviceChange(System.String,System.Int32,System.Int32)">
      <summary>Completes a device transition.</summary>
      <param name="screenDeviceName">The desktop screen to move the window to.
        This should be the screen device name of the graphics device that has transitioned to full screen.</param>
      <param name="clientWidth">The new width of the game's client window.</param>
      <param name="clientHeight">The new height of the game's client window.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.OnActivated">
      <summary>Called when the GameWindow gets focus.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.OnClientSizeChanged">
      <summary>Called when the size of the client window changes.  Raises the GameWindow.ClientSizeChanged event.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.OnDeactivated">
      <summary>Called when the GameWindow loses focus.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.OnPaint">
      <summary>Called when the GameWindow needs to be painted.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.OnScreenDeviceNameChanged">
      <summary>Called when the GameWindow is moved to a different screen.  Raises the GameWindow.ScreenDeviceNameChanged event.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GameWindow.SetTitle(System.String)">
      <summary>Sets the title of the GameWindow.</summary>
      <param name="title">The new title of the GameWindow.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameWindow.AllowUserResizing">
      <summary>Specifies whether to allow the user to resize the game window.</summary>
      <returns>true if user resizing is allowed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameWindow.ClientBounds">
      <summary>The screen dimensions of the game window's client rectangle.</summary>
      <returns>Screen dimensions of the game window's client rectangle.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameWindow.Handle">
      <summary>Gets the handle to the system window.</summary>
      <returns>The handle to the system window.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameWindow.ScreenDeviceName">
      <summary>Gets the device name of the screen the window is currently in.</summary>
      <returns>The device name of the screen.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GameWindow.Title">
      <summary>Gets and sets the title of the system window.</summary>
      <returns>The title of the system window.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.GameWindow">
      <summary>The system window associated with a Game.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.Clone">
      <summary>Creates a clone of this object.</summary>
      <returns>The cloned object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current GraphicsDeviceInformation.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceInformation.GetHashCode">
      <summary>Gets the hash code for this object.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.Adapter">
      <summary>Specifies which graphics adapter to create the device on.</summary>
      <returns>The graphics adapter to create the device on.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.CreationOptions">
      <summary>Specifies the creation options to use when creating a graphics device.</summary>
      <returns>The creation options to use when creating a graphics device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.DeviceType">
      <summary>Specifies the type of device to create (hardware, reference, null).</summary>
      <returns>The type of device to create.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceInformation.PresentationParameters">
      <summary>
    Specifies the presentation parameters to use when creating a graphics device.
  </summary>
      <returns>The presentation parameters to use when creating a graphics device.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.GraphicsDeviceInformation">
      <summary>Holds the settings for creating a graphics device on Windows.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.#ctor(Microsoft.Xna.Framework.Game)">
      <summary>Creates a new GraphicsDeviceManager and registers it to handle the configuration and management of the graphics device for the specified Game.</summary>
      <param name="game">Game the GraphicsDeviceManager should be associated with.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceCreated">
      <summary>Raised when a new graphics device is created.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceDisposing">
      <summary>Raised when the GraphicsDeviceManager is being disposed.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceResetting">
      <summary>Raised when the GraphicsDeviceManager is about to be reset.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.DeviceReset">
      <summary>Raised when the GraphicsDeviceManager is reset.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.Disposed">
      <summary>Raised when the GraphicsDeviceManager is disposed.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.GraphicsDeviceManager.PreparingDeviceSettings">
      <summary>
    Raised when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice).
  </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferHeight">
      <summary>Specifies the default minimum back-buffer height.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.DefaultBackBufferWidth">
      <summary>Specifies the default minimum back-buffer width.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.ValidAdapterFormats">
      <summary>Specifies the set of adapter formats supported by the GraphicsDeviceManager.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.ValidBackBufferFormats">
      <summary>Specifies the set of back-buffer formats supported by the GraphicsDeviceManager.
  </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.GraphicsDeviceManager.ValidDeviceTypes">
      <summary>Specifies the set of valid device types supported by the GraphicsDeviceManager.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ApplyChanges">
      <summary>Applies any changes to device-related properties, changing the graphics device as necessary.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsDeviceManager.BeginDraw">
      <summary>
    Prepares the Graphics.GraphicsDevice to draw.
  </summary>
      <returns>true if the Graphics.GraphicsDevice is ready to draw; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.CanResetDevice(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
      <summary>
    Determines whether the given GraphicsDeviceInformation is compatible with the existing graphics device.
  </summary>
      <param name="newDeviceInfo">Information describing the desired device configuration.</param>
      <returns>true if a device reset can be used to get a device compatible with the GraphicsDeviceInformation; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice">
      <summary>Called to ensure that the device manager has created a valid device.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the GraphicsDeviceManager and optionally releases the managed resources.
  </summary>
      <param name="disposing">true to release both automatic and manual resources; false to release only manual resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.System.IDisposable.Dispose">
      <summary>
    Releases all resources used by the GraphicsDeviceManager class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.Microsoft.Xna.Framework.IGraphicsDeviceManager.EndDraw">
      <summary>
    Called by the game at the end of drawing and presents the final rendering.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.FindBestDevice(System.Boolean)">
      <summary>Finds the best device configuration that is compatible with the current device preferences.</summary>
      <param name="anySuitableDevice">true if the GraphicsDeviceManager.FindBestDevice can select devices from any available adapter; false if only the current adapter should be considered.</param>
      <returns>The best device configuration found.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceCreated(System.Object,System.EventArgs)">
      <summary>Called when a device is created. Raises the GraphicsDeviceManager.DeviceCreated event.</summary>
      <param name="sender">The GraphicsDeviceManager.</param>
      <param name="args">Arguments for the GraphicsDeviceManager.DeviceCreated event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceDisposing(System.Object,System.EventArgs)">
      <summary>Called when a device is being disposed. Raises the GraphicsDeviceManager.DeviceDisposing event.</summary>
      <param name="sender">The GraphicsDeviceManager.</param>
      <param name="args">Arguments for the GraphicsDeviceManager.DeviceDisposing event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceResetting(System.Object,System.EventArgs)">
      <summary>
    Called when the device is about to be reset. Raises the GraphicsDeviceManager.DeviceResetting event.
  </summary>
      <param name="sender">The GraphicsDeviceManager.</param>
      <param name="args">Arguments for the GraphicsDeviceManager.DeviceResetting event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnDeviceReset(System.Object,System.EventArgs)">
      <summary>Called when the device has been reset.  Raises the GraphicsDeviceManager.DeviceReset event.</summary>
      <param name="sender">The GraphicsDeviceManager.</param>
      <param name="args">Arguments for the GraphicsDeviceManager.DeviceReset event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.OnPreparingDeviceSettings(System.Object,Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs)">
      <summary>
    Called when the GraphicsDeviceManager is changing the Graphics.GraphicsDevice settings (during reset or recreation of the Graphics.GraphicsDevice).
    Raises the GraphicsDeviceManager.PreparingDeviceSettings event.
  </summary>
      <param name="sender">The GraphicsDeviceManager.</param>
      <param name="args">The graphics device information to modify.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.RankDevices(System.Collections.Generic.List{Microsoft.Xna.Framework.GraphicsDeviceInformation})">
      <summary>Ranks the given list of devices that satisfy the given preferences.</summary>
      <param name="foundDevices">The list of devices to rank.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.GraphicsDeviceManager.ToggleFullScreen">
      <summary>Toggles between full screen and windowed mode.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.GraphicsDevice">
      <summary>Gets the Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager.</summary>
      <returns>
        The Framework.Graphics.GraphicsDevice associated with the GraphicsDeviceManager.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.IsFullScreen">
      <summary>
    Gets or sets a value that indicates whether the device should start in full-screen mode.
  </summary>
      <returns>Value that indicates whether the device should start in full-screen mode.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.MinimumPixelShaderProfile">
      <summary>Gets or sets the minimum pixel shader version required by the GraphicsDeviceManager.</summary>
      <returns>
        The minimum pixel shader version required by the GraphicsDeviceManager.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.MinimumVertexShaderProfile">
      <summary>
    Gets or sets the minimum vertex shader version required by the GraphicsDeviceManager.
  </summary>
      <returns>
        The minimum vertex shader version required by the GraphicsDeviceManager.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferMultiSampling">
      <summary>Gets or sets a value that indicates whether to enable a multisampled back buffer.</summary>
      <returns>Value indicating whether multisample is enabled on the back buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferFormat">
      <summary>Gets or sets the format of the back buffer.</summary>
      <returns>The format of the back buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferHeight">
      <summary>Gets or sets the preferred back-buffer height.</summary>
      <returns>The preferred back-buffer height.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredBackBufferWidth">
      <summary>Gets or sets the preferred back-buffer width.</summary>
      <returns>The preferred back-buffer width.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.PreferredDepthStencilFormat">
      <summary>Gets or sets the format of the depth stencil.</summary>
      <returns>The format of the depth stencil.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.GraphicsDeviceManager.SynchronizeWithVerticalRetrace">
      <summary> Gets or sets a value that indicates whether to sync to the vertical trace (vsync) when presenting
    the back buffer.
  </summary>
      <returns>
        Value that indicates whether to sync to the vertical trace (vsync) when presenting
        the back buffer.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.GraphicsDeviceManager">
      <summary>
    Handles the configuration and management of the graphics device.
  </summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.IDrawable.DrawOrderChanged">
      <summary>Raised when the IDrawable.DrawOrder property changes.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.IDrawable.VisibleChanged">
      <summary>
    Raised when the IDrawable.Visible property changes.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.IDrawable.Draw(Microsoft.Xna.Framework.GameTime)">
      <summary>Draws the IDrawable.</summary>
      <param name="gameTime">Snapshot of the game's timing state.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.IDrawable.DrawOrder">
      <summary>The order in which to draw this object relative to other objects.  Objects with a lower value are drawn first.</summary>
      <returns>Order in which to draw this object relative to other objects.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.IDrawable.Visible">
      <summary>
    Indicates whether IDrawable.Draw should be called in Game.Draw for this game component.
  </summary>
      <returns>true if IDrawable.Draw should be called; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.IDrawable">
      <summary>Defines the interface for a drawable game component.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.IGameComponent.Initialize">
      <summary>Called when the component should be initialized.  
  This method can be used for tasks like querying for services the component needs and setting up non-graphics resources. </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.IGameComponent">
      <summary>Defines an interface for game components.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.BeginDraw">
      <summary>Starts the drawing of a frame.</summary>
      <returns>true if the frame should be drawn; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.CreateDevice">
      <summary>Called to ensure that the device manager has created a valid device.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.IGraphicsDeviceManager.EndDraw">
      <summary>Called by the game at the end of drawing; presents the final rendering.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.IGraphicsDeviceManager">
      <summary>Defines the interface for an object that manages a Graphics.GraphicsDevice.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.IUpdateable.EnabledChanged">
      <summary>Raised when the IUpdateable.Enabled property changes.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.IUpdateable.UpdateOrderChanged">
      <summary>
    Raised when the IUpdateable.UpdateOrder property changes.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.IUpdateable.Update(Microsoft.Xna.Framework.GameTime)">
      <summary>Called when the game component should be updated.</summary>
      <param name="gameTime">Snapshot of the game's timing state.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.IUpdateable.Enabled">
      <summary>Indicates whether the game component's IUpdateable.Update method should be called in Game.Update.</summary>
      <returns>true if IUpdateable.Update should be called; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.IUpdateable.UpdateOrder">
      <summary>Indicates when the game component should be updated relative to other game components.  Lower values are updated first.</summary>
      <returns>When the game component should be updated.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.IUpdateable">
      <summary>Defines an interface for a game component that should be updated in Game.Update.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.MathHelper.E">
      <summary>Represents the mathematical constant e.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.MathHelper.Log10E">
      <summary>Represents the log base ten of e.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.MathHelper.Log2E">
      <summary>Represents the log base two of e.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.MathHelper.PiOver2">
      <summary>Represents the value of pi divided by two.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.MathHelper.PiOver4">
      <summary>Represents the value of pi divided by four.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.MathHelper.Pi">
      <summary>Represents the value of pi.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.MathHelper.TwoPi">
      <summary>Represents the value of pi times two.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.Barycentric(System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Returns the Cartesian coordinate for one axis of a point that is defined by a given triangle and two normalized barycentric (areal) coordinates.</summary>
      <param name="value1">The coordinate on one axis of vertex 1 of the defining triangle.</param>
      <param name="value2">The coordinate on the same axis of vertex 2 of the defining triangle.</param>
      <param name="value3">The coordinate on the same axis of vertex 3 of the defining triangle.</param>
      <param name="amount1">The normalized barycentric (areal) coordinate b2, equal to the weighting factor for vertex 2, the coordinate of which is specified in value2.</param>
      <param name="amount2">The normalized barycentric (areal) coordinate b3, equal to the weighting factor for vertex 3, the coordinate of which is specified in value3.</param>
      <returns>Cartesian coordinate of the specified point with respect to the axis being used.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.CatmullRom(System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Performs a Catmull-Rom interpolation using the specified positions.</summary>
      <param name="value1">The first position in the interpolation.</param>
      <param name="value2">The second position in the interpolation.</param>
      <param name="value3">The third position in the interpolation.</param>
      <param name="value4">The fourth position in the interpolation.</param>
      <param name="amount">Weighting factor.</param>
      <returns>A position that is the result of the Catmull-Rom interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.Clamp(System.Single,System.Single,System.Single)">
      <summary>Restricts a value to be within a specified range.</summary>
      <param name="value">The value to clamp.</param>
      <param name="min">The minimum value.</param>
      <param name="max">The maximum value.</param>
      <returns>The clamped value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.Distance(System.Single,System.Single)">
      <summary>Calculates the absolute value of the difference of two values.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <returns>Distance between the two values.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.Hermite(System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Performs a Hermite spline interpolation.</summary>
      <param name="value1">Source position.</param>
      <param name="tangent1">Source tangent.</param>
      <param name="value2">Source position.</param>
      <param name="tangent2">Source tangent.</param>
      <param name="amount">Weighting factor.</param>
      <returns>The result of the Hermite spline interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.Lerp(System.Single,System.Single,System.Single)">
      <summary>Linearly interpolates between two values.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
      <returns>Interpolated value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.Max(System.Single,System.Single)">
      <summary>Returns the greater of two values.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <returns>The greater value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.Min(System.Single,System.Single)">
      <summary>Returns the lesser of two values.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <returns>The lesser value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.SmoothStep(System.Single,System.Single,System.Single)">
      <summary>Interpolates between two values using a cubic equation.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <param name="amount">Weighting value.</param>
      <returns>Interpolated value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.ToDegrees(System.Single)">
      <summary>Converts radians to degrees.</summary>
      <param name="radians">The angle in radians.</param>
      <returns>The angle in degrees.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.MathHelper.ToRadians(System.Single)">
      <summary>Converts degrees to radians.</summary>
      <param name="degrees">The angle in degrees.</param>
      <returns>The angle in radians.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.MathHelper">
      <summary>Contains commonly used precalculated values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of Matrix.</summary>
      <param name="m11">Value to initialize m11 to.</param>
      <param name="m12">Value to initialize m12 to.</param>
      <param name="m13">Value to initialize m13 to.</param>
      <param name="m14">Value to initialize m14 to.</param>
      <param name="m21">Value to initialize m21 to.</param>
      <param name="m22">Value to initialize m22 to.</param>
      <param name="m23">Value to initialize m23 to.</param>
      <param name="m24">Value to initialize m24 to.</param>
      <param name="m31">Value to initialize m31 to.</param>
      <param name="m32">Value to initialize m32 to.</param>
      <param name="m33">Value to initialize m33 to.</param>
      <param name="m34">Value to initialize m34 to.</param>
      <param name="m41">Value to initialize m41 to.</param>
      <param name="m42">Value to initialize m42 to.</param>
      <param name="m43">Value to initialize m43 to.</param>
      <param name="m44">Value to initialize m44 to.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M11">
      <summary>Value at row 1 column 1 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M12">
      <summary>Value at row 1 column 2 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M13">
      <summary>Value at row 1 column 3 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M14">
      <summary>Value at row 1 column 4 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M21">
      <summary>Value at row 2 column 1 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M22">
      <summary>Value at row 2 column 2 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M23">
      <summary>Value at row 2 column 3 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M24">
      <summary>Value at row 2 column 4 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M31">
      <summary>Value at row 3 column 1 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M32">
      <summary>Value at row 3 column 2 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M33">
      <summary>Value at row 3 column 3 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M34">
      <summary>Value at row 3 column 4 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M41">
      <summary>Value at row 4 column 1 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M42">
      <summary>Value at row 4 column 2 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M43">
      <summary>Value at row 4 column 3 of the matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Matrix.M44">
      <summary>Value at row 4 column 4 of the matrix.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Addition(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Adds a matrix to another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <returns>Resulting matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Add(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Adds a matrix to another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <returns>Resulting matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Add(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Adds a matrix to another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <param name="result">Resulting matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateBillboard(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Nullable{Microsoft.Xna.Framework.Vector3})">
      <summary>Creates a spherical billboard that rotates around a specified object position.</summary>
      <param name="objectPosition">Position of the object the billboard will rotate around.</param>
      <param name="cameraPosition">Position of the camera.</param>
      <param name="cameraUpVector">The up vector of the camera.</param>
      <param name="cameraForwardVector">Optional forward vector of the camera.</param>
      <returns>The created billboard matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateBillboard(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Nullable{Microsoft.Xna.Framework.Vector3},Microsoft.Xna.Framework.Matrix@)">
      <summary>Creates a spherical billboard that rotates around a specified object position.</summary>
      <param name="objectPosition">Position of the object the billboard will rotate around.</param>
      <param name="cameraPosition">Position of the camera.</param>
      <param name="cameraUpVector">The up vector of the camera.</param>
      <param name="cameraForwardVector">Optional forward vector of the camera.</param>
      <param name="result">The created billboard matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateConstrainedBillboard(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Nullable{Microsoft.Xna.Framework.Vector3},System.Nullable{Microsoft.Xna.Framework.Vector3},Microsoft.Xna.Framework.Matrix@)">
      <summary>Creates a cylindrical billboard that rotates around a specified axis.</summary>
      <param name="objectPosition">Position of the object the billboard will rotate around.</param>
      <param name="cameraPosition">Position of the camera.</param>
      <param name="rotateAxis">Axis to rotate the billboard around.</param>
      <param name="cameraForwardVector">Optional forward vector of the camera.</param>
      <param name="objectForwardVector">Optional forward vector of the object.</param>
      <param name="result">The created billboard matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateConstrainedBillboard(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Nullable{Microsoft.Xna.Framework.Vector3},System.Nullable{Microsoft.Xna.Framework.Vector3})">
      <summary>Creates a cylindrical billboard that rotates around a specified axis.</summary>
      <param name="objectPosition">Position of the object the billboard will rotate around.</param>
      <param name="cameraPosition">Position of the camera.</param>
      <param name="rotateAxis">Axis to rotate the billboard around.</param>
      <param name="cameraForwardVector">Optional forward vector of the camera.</param>
      <param name="objectForwardVector">Optional forward vector of the object.</param>
      <returns>The created billboard matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateFromAxisAngle(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Creates a new Matrix that rotates around an arbitrary vector.</summary>
      <param name="axis">The axis to rotate around.</param>
      <param name="angle">The angle to rotate around the vector.</param>
      <returns>The created Matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateFromAxisAngle(Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>
    Creates a new Matrix that rotates around an arbitrary vector.
  </summary>
      <param name="axis">The axis to rotate around.</param>
      <param name="angle">The angle to rotate around the vector.</param>
      <param name="result">The created Matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateFromQuaternion(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Matrix@)">
      <summary>
    Creates a rotation Matrix from a Quaternion.
  </summary>
      <param name="quaternion">Quaternion to create the Matrix from.</param>
      <param name="result">The created Matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateFromQuaternion(Microsoft.Xna.Framework.Quaternion)">
      <summary>Creates a rotation Matrix from a Quaternion.</summary>
      <param name="quaternion">Quaternion to create the Matrix from.</param>
      <returns>The created Matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateFromYawPitchRoll(System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Fills in a rotation matrix from a specified yaw, pitch, and roll.</summary>
      <param name="yaw">Angle of rotation, in radians, around the y-axis.</param>
      <param name="pitch">Angle of rotation, in radians, around the x-axis.</param>
      <param name="roll">Angle of rotation, in radians, around the z-axis.</param>
      <param name="result">An existing matrix filled in to represent the specified yaw, pitch, and roll.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateFromYawPitchRoll(System.Single,System.Single,System.Single)">
      <summary>Creates a new rotation matrix from a specified yaw, pitch, and roll.</summary>
      <param name="yaw">Angle of rotation, in radians, around the y-axis.</param>
      <param name="pitch">Angle of rotation, in radians, around the x-axis.</param>
      <param name="roll">Angle of rotation, in radians, around the z-axis.</param>
      <returns>A new rotation matrix with the specified yaw, pitch, and roll.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateLookAt(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Creates a view matrix.</summary>
      <param name="cameraPosition">The position of the camera.</param>
      <param name="cameraTarget">The position for the camera to look at.</param>
      <param name="cameraUpVector">The world's up, usually [0, 1, 0].</param>
      <param name="result">The created view matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateLookAt(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Creates a view matrix.</summary>
      <param name="cameraPosition">The position of the camera.</param>
      <param name="cameraTarget">The position for the camera to look at.</param>
      <param name="cameraUpVector">The world's up, usually [0, 1, 0].</param>
      <returns>The created view matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographicOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a customized, orthogonal projection matrix.</summary>
      <param name="left">Minimum x-value of the view volume.</param>
      <param name="right">Maximum x-value of the view volume.</param>
      <param name="bottom">Minimum y-value of the view volume.</param>
      <param name="top">Maximum y-value of the view volume.</param>
      <param name="zNearPlane">Minimum z-value of the view volume.</param>
      <param name="zFarPlane">Maximum z-value of the view volume.</param>
      <returns>The projection matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographicOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Builds a customized, orthogonal projection matrix.</summary>
      <param name="left">Minimum x-value of the view volume.</param>
      <param name="right">Maximum x-value of the view volume.</param>
      <param name="bottom">Minimum y-value of the view volume.</param>
      <param name="top">Maximum y-value of the view volume.</param>
      <param name="zNearPlane">Minimum z-value of the view volume.</param>
      <param name="zFarPlane">Maximum z-value of the view volume.</param>
      <param name="result">The projection matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographic(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds an orthogonal projection matrix.</summary>
      <param name="width">Width of the view volume.</param>
      <param name="height">Height of the view volume.</param>
      <param name="zNearPlane">Minimum z-value of the view volume.</param>
      <param name="zFarPlane">Maximum z-value of the view volume.</param>
      <returns>The projection matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateOrthographic(System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Builds an orthogonal projection matrix.</summary>
      <param name="width">Width of the view volume.</param>
      <param name="height">Height of the view volume.</param>
      <param name="zNearPlane">Minimum z-value of the view volume.</param>
      <param name="zFarPlane">Maximum z-value of the view volume.</param>
      <param name="result">The projection matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveFieldOfView(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a perspective projection matrix based on a field of view.</summary>
      <param name="fieldOfView">Field of view in radians.</param>
      <param name="aspectRatio">Aspect ratio, defined as view space width divided by height.</param>
      <param name="nearPlaneDistance">Distance to the near view plane.</param>
      <param name="farPlaneDistance">Distance to the far view plane.</param>
      <returns>The perspective projection matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveFieldOfView(System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Builds a perspective projection matrix based on a field of view.</summary>
      <param name="fieldOfView">Field of view in radians.</param>
      <param name="aspectRatio">Aspect ratio, defined as view space width divided by height.</param>
      <param name="nearPlaneDistance">Distance to the near view plane.</param>
      <param name="farPlaneDistance">Distance to the far view plane.</param>
      <param name="result">The perspective projection matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a customized, perspective projection matrix.</summary>
      <param name="left">Minimum x-value of the view volume at the near view plane.</param>
      <param name="right">Maximum x-value of the view volume at the near view plane.</param>
      <param name="bottom">Minimum y-value of the view volume at the near view plane.</param>
      <param name="top">Maximum y-value of the view volume at the near view plane.</param>
      <param name="nearPlaneDistance">Distance to the near view plane.</param>
      <param name="farPlaneDistance">Distance to of the far view plane.</param>
      <returns>The created projection matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspectiveOffCenter(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Builds a customized, perspective projection matrix.</summary>
      <param name="left">Minimum x-value of the view volume at the near view plane.</param>
      <param name="right">Maximum x-value of the view volume at the near view plane.</param>
      <param name="bottom">Minimum y-value of the view volume at the near view plane.</param>
      <param name="top">Maximum y-value of the view volume at the near view plane.</param>
      <param name="nearPlaneDistance">Distance to the near view plane.</param>
      <param name="farPlaneDistance">Distance to of the far view plane.</param>
      <param name="result">The created projection matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspective(System.Single,System.Single,System.Single,System.Single)">
      <summary>Builds a perspective projection matrix.</summary>
      <param name="width">Width of the view volume at the near view plane.</param>
      <param name="height">Height of the view volume at the near view plane.</param>
      <param name="nearPlaneDistance">Distance to the near view plane.</param>
      <param name="farPlaneDistance">Distance to the far view plane.</param>
      <returns>The projection matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreatePerspective(System.Single,System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Builds a perspective projection matrix.</summary>
      <param name="width">Width of the view volume at the near view plane.</param>
      <param name="height">Height of the view volume at the near view plane.</param>
      <param name="nearPlaneDistance">Distance to the near view plane.</param>
      <param name="farPlaneDistance">Distance to the far view plane.</param>
      <param name="result">The projection matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateReflection(Microsoft.Xna.Framework.Plane)">
      <summary>
    Creates a Matrix that reflects the coordinate system about a specified Plane.
  </summary>
      <param name="value">The Plane about which to create a reflection.</param>
      <returns>
        A new Matrix expressing the reflection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateReflection(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Fills in an existing Matrix so that it reflects the coordinate system about a specified Plane.</summary>
      <param name="value">The Plane about which to create a reflection.</param>
      <param name="result">A Matrix that creates the reflection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationX(System.Single)">
      <summary>Returns an x-axis rotation matrix.</summary>
      <param name="radians">The rotation in radians.</param>
      <returns>The rotation matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationX(System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Returns an x-axis rotation matrix.</summary>
      <param name="radians">The rotation in radians.</param>
      <param name="result">The rotation matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationY(System.Single)">
      <summary>Returns a y-axis rotation matrix.</summary>
      <param name="radians">The rotation in radians.</param>
      <returns>The rotation matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationY(System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Returns a y-axis rotation matrix.</summary>
      <param name="radians">The rotation in radians.</param>
      <param name="result">The rotation matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationZ(System.Single)">
      <summary>Returns a z-axis rotation matrix.</summary>
      <param name="radians">The rotation in radians.</param>
      <returns>The rotation matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateRotationZ(System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Returns an z-axis rotation matrix.</summary>
      <param name="radians">The rotation in radians.</param>
      <param name="result">The rotation matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(System.Single)">
      <summary>Creates a scaling Matrix.</summary>
      <param name="scale">Amount to scale by.</param>
      <returns>The created scaling Matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>
    Creates a scaling Matrix.
  </summary>
      <param name="xScale">Value to scale by on the x-axis.</param>
      <param name="yScale">Value to scale by on the y-axis.</param>
      <param name="zScale">Value to scale by on the z-axis.</param>
      <param name="result">The created scaling Matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>
    Creates a scaling Matrix.
  </summary>
      <param name="scale">Value to scale by.</param>
      <param name="result">The created scaling Matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(Microsoft.Xna.Framework.Vector3)">
      <summary>
    Creates a scaling Matrix.
  </summary>
      <param name="scales">Amounts to scale by on the x, y, and z axes.</param>
      <returns>
        The created scaling Matrix.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@)">
      <summary>
    Creates a scaling Matrix.
  </summary>
      <param name="scales">Amounts to scale by on the x, y, and z axes.</param>
      <param name="result">The created scaling Matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateScale(System.Single,System.Single,System.Single)">
      <summary>
    Creates a scaling Matrix.
  </summary>
      <param name="xScale">Value to scale by on the x-axis.</param>
      <param name="yScale">Value to scale by on the y-axis.</param>
      <param name="zScale">Value to scale by on the z-axis.</param>
      <returns>
        The created scaling Matrix.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateShadow(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Plane)">
      <summary>
    Creates a Matrix that flattens geometry into a specified Plane as if casting a shadow from a specified light source.
  </summary>
      <param name="lightDirection">A Vector3 specifying the direction from which the light that will cast the shadow is coming.</param>
      <param name="plane">The Plane onto which the new matrix should flatten geometry so as to cast a shadow.</param>
      <returns>
        A new Matrix that can be used to flatten geometry onto the specified plane from the specified direction.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateShadow(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Fills in a Matrix to flatten geometry into a specified Plane as if casting a shadow from a specified light source.</summary>
      <param name="lightDirection">A Vector3 specifying the direction from which the light that will cast the shadow is coming.</param>
      <param name="plane">The Plane onto which the new matrix should flatten geometry so as to cast a shadow.</param>
      <param name="result">A Matrix that can be used to flatten geometry onto the specified plane from the specified direction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateTranslation(System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>
    Creates a translation Matrix.
  </summary>
      <param name="xPosition">Value to translate by on the x-axis.</param>
      <param name="yPosition">Value to translate by on the y-axis.</param>
      <param name="zPosition">Value to translate by on the z-axis.</param>
      <param name="result">The created translation Matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateTranslation(Microsoft.Xna.Framework.Vector3)">
      <summary>
    Creates a translation Matrix.
  </summary>
      <param name="position">Amounts to translate by on the x, y, and z axes.</param>
      <returns>The created translation Matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateTranslation(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@)">
      <summary>
    Creates a translation Matrix.
  </summary>
      <param name="position">Amounts to translate by on the x, y, and z axes.</param>
      <param name="result">The created translation Matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.CreateTranslation(System.Single,System.Single,System.Single)">
      <summary>
    Creates a translation Matrix.
  </summary>
      <param name="xPosition">Value to translate by on the x-axis.</param>
      <param name="yPosition">Value to translate by on the y-axis.</param>
      <param name="zPosition">Value to translate by on the z-axis.</param>
      <returns>The created translation Matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Decompose(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Extracts the scalar, translation, and rotation components from a 3D scale/rotate/translate (SRT) Matrix.</summary>
      <param name="scale">The scalar component of the transform matrix, expressed as a Vector3.</param>
      <param name="rotation">The rotation component of the transform matrix, expressed as a Quaternion.</param>
      <param name="translation">The translation component of the transform matrix, expressed as a Vector3.</param>
      <returns>true if the Matrix can be decomposed; false otherwise.
    </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Determinant">
      <summary>Calculates the determinant of the matrix.</summary>
      <returns>The determinant of the matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Divide(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Divides the components of a matrix by the corresponding components of another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">The divisor.</param>
      <returns>Result of the division.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Divide(Microsoft.Xna.Framework.Matrix,System.Single)">
      <summary>Divides the components of a matrix by a scalar.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="divider">The divisor.</param>
      <returns>Resulting matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Divide(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Divides the components of a matrix by the corresponding components of another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">The divisor.</param>
      <param name="result">Result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Divide(Microsoft.Xna.Framework.Matrix@,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Divides the components of a matrix by a scalar.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="divider">The divisor.</param>
      <param name="result">Result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Division(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Divides the components of a matrix by the corresponding components of another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">The divisor.</param>
      <returns>Resulting matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Division(Microsoft.Xna.Framework.Matrix,System.Single)">
      <summary>Divides the components of a matrix by a scalar.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="divider">The divisor.</param>
      <returns>The result of the division.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Equality(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Compares a matrix for equality with another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <returns>true if the matrices are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Equals(Microsoft.Xna.Framework.Matrix)">
      <summary>
    Determines whether the specified System.Object is equal to the Matrix.
  </summary>
      <param name="other">The System.Object to compare with the current Matrix.</param>
      <returns>true if the specified System.Object is equal to the current Matrix; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.GetHashCode">
      <summary>Gets the hash code of this object.</summary>
      <returns>Hash code of this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Inequality(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Tests a matrix for inequality with another matrix.</summary>
      <param name="matrix1">The matrix on the left of the equal sign.</param>
      <param name="matrix2">The matrix on the right of the equal sign.</param>
      <returns>true if the matrices are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Invert(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Calculates the inverse of a matrix.</summary>
      <param name="matrix">Source matrix.</param>
      <param name="result">The inverse of the matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Invert(Microsoft.Xna.Framework.Matrix)">
      <summary>Calculates the inverse of a matrix.</summary>
      <param name="matrix">Source matrix.</param>
      <returns>The inverse of the matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Lerp(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Linearly interpolates between the corresponding values of two matrices.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <param name="amount">Interpolation value.</param>
      <param name="result">Resulting matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Lerp(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,System.Single)">
      <summary>Linearly interpolates between the corresponding values of two matrices.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <param name="amount">Interpolation value.</param>
      <returns>Resulting matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Multiply(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Multiplies a matrix by another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Multiply(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Multiplies a matrix by another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Multiply(System.Single,Microsoft.Xna.Framework.Matrix)">
      <summary>Multiplies a matrix by a scalar value.</summary>
      <param name="scaleFactor">Scalar value.</param>
      <param name="matrix">Source matrix.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Multiply(Microsoft.Xna.Framework.Matrix,System.Single)">
      <summary>Multiplies a matrix by a scalar value.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Multiply(Microsoft.Xna.Framework.Matrix,System.Single)">
      <summary>Multiplies a matrix by a scalar value.</summary>
      <param name="matrix">Source matrix.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Multiply(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Multiplies a matrix by another matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <param name="result">Result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Multiply(Microsoft.Xna.Framework.Matrix@,System.Single,Microsoft.Xna.Framework.Matrix@)">
      <summary>Multiplies a matrix by a scalar value.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="scaleFactor">Scalar value.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Negate(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Negates individual elements of a matrix.</summary>
      <param name="matrix">Source matrix.</param>
      <param name="result">Negated matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Negate(Microsoft.Xna.Framework.Matrix)">
      <summary>Negates individual elements of a matrix.</summary>
      <param name="matrix">Source matrix.</param>
      <returns>Negated matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_Subtraction(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Subtracts matrices.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Subtract(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>Subtracts matrices.</summary>
      <param name="matrix1">Source vector.</param>
      <param name="matrix2">Source vector.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Subtract(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Subtracts matrices.</summary>
      <param name="matrix1">Source matrix.</param>
      <param name="matrix2">Source matrix.</param>
      <param name="result">Result of the subtraction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.ToString">
      <summary>Retrieves a string representation of the current object.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Transform(Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Transforms a Matrix by applying a Quaternion rotation.
  </summary>
      <param name="value">The Matrix to transform.</param>
      <param name="rotation">The rotation to apply, expressed as a Quaternion.</param>
      <returns>
        A new Matrix that is the result of the transform.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Transform(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Transforms a Matrix by applying a Quaternion rotation.</summary>
      <param name="value">The Matrix to transform.</param>
      <param name="rotation">The rotation to apply, expressed as a Quaternion.</param>
      <param name="result">An existing Matrix filled in with the result of the transform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Transpose(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Matrix@)">
      <summary>Transposes the rows and columns of a matrix.</summary>
      <param name="matrix">Source matrix.</param>
      <param name="result">Transposed matrix.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.Transpose(Microsoft.Xna.Framework.Matrix)">
      <summary>Transposes the rows and columns of a matrix.</summary>
      <param name="matrix">Source matrix.</param>
      <returns>Transposed matrix.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Matrix.op_UnaryNegation(Microsoft.Xna.Framework.Matrix)">
      <summary>Negates individual elements of a matrix.</summary>
      <param name="matrix1">Source matrix.</param>
      <returns>Negated matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Matrix.Backward">
      <summary>Gets and sets the backward vector of the Matrix.</summary>
      <returns>The backward vector of the Matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Matrix.Down">
      <summary>Gets and sets the down vector of the Matrix.</summary>
      <returns>The down vector of the Matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Matrix.Forward">
      <summary>Gets and sets the forward vector of the Matrix.</summary>
      <returns>The forward vector of the Matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Matrix.Identity">
      <summary>Returns an instance of the identity matrix.</summary>
      <returns>The identity matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Matrix.Left">
      <summary>Gets and sets the left vector of the Matrix.</summary>
      <returns>The left vector of the Matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Matrix.Right">
      <summary>Gets and sets the right vector of the Matrix.</summary>
      <returns>The right vector of the Matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Matrix.Translation">
      <summary>Gets and sets the translation vector of the Matrix.</summary>
      <returns>The translation vector of the Matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Matrix.Up">
      <summary>Gets and sets the up vector of the Matrix.</summary>
      <returns>The up vector of the Matrix.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Matrix">
      <summary>Defines a matrix.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.NoSuitableGraphicsDeviceException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.NoSuitableGraphicsDeviceException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.NoSuitableGraphicsDeviceException">
      <summary>Thrown when no available graphics device fits the given device preferences.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.#ctor(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Creates a new instance of Plane.</summary>
      <param name="normal">The normal vector to the Plane.</param>
      <param name="d">The Plane's distance along its normal from the origin.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>
    Creates a new instance of Plane.
  </summary>
      <param name="a">X component of the normal defining the Plane.</param>
      <param name="b">Y component of the normal defining the Plane.</param>
      <param name="c">Z component of the normal defining the Plane.</param>
      <param name="d">Distance of the Plane along its normal from the origin.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>
    Creates a new instance of Plane.
  </summary>
      <param name="value">Vector4 with X, Y, and Z components defining the normal of the Plane.
      The W component defines the distance of the Plane along the normal from the origin.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>
    Creates a new instance of Plane.
  </summary>
      <param name="point1">One point of a triangle defining the Plane.</param>
      <param name="point2">One point of a triangle defining the Plane.</param>
      <param name="point3">One point of a triangle defining the Plane.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Plane.D">
      <summary>The distance of the Plane along its normal from the origin. </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Plane.Normal">
      <summary>The normal vector of the Plane.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.DotCoordinate(Microsoft.Xna.Framework.Vector3)">
      <summary>
    Returns the dot product of a specified Vector3 and the Plane.Normal vector of this
    Plane plus the distance (Plane.D) value of the Plane.
  </summary>
      <param name="value">The Vector3 to multiply by.</param>
      <returns>The resulting value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.DotCoordinate(Microsoft.Xna.Framework.Vector3@,System.Single@)">
      <summary>
    Returns the dot product of a specified Vector3 and the Plane.Normal vector of this 
    Plane plus the distance (Plane.D) value of the Plane.
  </summary>
      <param name="value">The Vector3 to multiply by.</param>
      <param name="result">The resulting value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.DotNormal(Microsoft.Xna.Framework.Vector3)">
      <summary>
    Returns the dot product of a specified Vector3
    and the Plane.Normal vector of this Plane.
  </summary>
      <param name="value">The Vector3 to multiply by.</param>
      <returns>The resulting dot product.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.DotNormal(Microsoft.Xna.Framework.Vector3@,System.Single@)">
      <summary>
    Returns the dot product of a specified Vector3 
    and the Plane.Normal vector of this Plane.
  </summary>
      <param name="value">The Vector3 to multiply by.</param>
      <param name="result">The resulting dot product.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Dot(Microsoft.Xna.Framework.Vector4@,System.Single@)">
      <summary>
    Calculates the dot product of a specified Vector4 and this Plane.
  </summary>
      <param name="value">The Vector4 to multiply this Plane by.</param>
      <param name="result">The dot product of the specified Vector4 and this Plane.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Dot(Microsoft.Xna.Framework.Vector4)">
      <summary>
    Calculates the dot product of a specified Vector4 and this Plane.
  </summary>
      <param name="value">The Vector4 to multiply this Plane by.</param>
      <returns>
        The dot product of the specified Vector4 and this Plane.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.op_Equality(Microsoft.Xna.Framework.Plane,Microsoft.Xna.Framework.Plane)">
      <summary>
    Determines whether two instances of Plane are equal.
  </summary>
      <param name="lhs">The object to the left of the equality operator.</param>
      <param name="rhs">The object to the right of the equality operator.</param>
      <returns>true if left is equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Equals(Microsoft.Xna.Framework.Plane)">
      <summary>
    Determines whether the specified Plane is equal to the Plane.
  </summary>
      <param name="other">The Plane to compare with the current Plane.</param>
      <returns>true if the specified Plane is equal to the current Plane; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Equals(System.Object)">
      <summary>
    Determines whether the specified System.Object is equal to the Plane.
  </summary>
      <param name="obj">The System.Object to compare with the current Plane.</param>
      <returns>true if the specified System.Object is equal to the current Plane; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.GetHashCode">
      <summary>Gets the hash code for this object.</summary>
      <returns>
        A hash code for the current Plane.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.op_Inequality(Microsoft.Xna.Framework.Plane,Microsoft.Xna.Framework.Plane)">
      <summary>
    Determines whether two instances of Plane are not equal.
  </summary>
      <param name="lhs">The object to the left of the inequality operator.</param>
      <param name="rhs">The object to the right of the inequality operator.</param>
      <returns>true if left is not equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Intersects(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Checks whether the current Plane intersects a specified BoundingSphere.</summary>
      <param name="sphere">The BoundingSphere to check for intersection with.</param>
      <returns>An enumeration indicating the relationship between the Plane and the BoundingSphere.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Intersects(Microsoft.Xna.Framework.BoundingBox@,Microsoft.Xna.Framework.PlaneIntersectionType@)">
      <summary>
    Checks whether the current Plane intersects a BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection with.</param>
      <param name="result">An enumeration indicating whether the Plane intersects the BoundingBox.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Intersects(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>Checks whether the current Plane intersects a specified BoundingFrustum.</summary>
      <param name="frustum">The BoundingFrustum to check for intersection with.</param>
      <returns>An enumeration indicating the relationship between the Plane and the BoundingFrustum.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Intersects(Microsoft.Xna.Framework.BoundingSphere@,Microsoft.Xna.Framework.PlaneIntersectionType@)">
      <summary>
    Checks whether the current Plane intersects a BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to check for intersection with.</param>
      <param name="result">An enumeration indicating whether the Plane intersects the BoundingSphere.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Intersects(Microsoft.Xna.Framework.BoundingBox)">
      <summary>Checks whether the current Plane intersects a specified BoundingBox.</summary>
      <param name="box">The BoundingBox to test for intersection with.</param>
      <returns>An enumeration indicating the relationship between the Plane and the BoundingBox.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Normalize(Microsoft.Xna.Framework.Plane)">
      <summary>
    Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length.
  </summary>
      <param name="value">The Plane to normalize.</param>
      <returns>A new Plane with a normal having unit length.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Normalize(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Plane@)">
      <summary>
    Changes the coefficients of the Plane.Normal vector of a Plane to make it of unit length.
  </summary>
      <param name="value">The Plane to normalize.</param>
      <param name="result">An existing plane Plane filled in with a normalized version of the specified plane.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Normalize">
      <summary>
    Changes the coefficients of the Plane.Normal vector of this Plane to make it of unit length.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.ToString">
      <summary>
    Returns a System.String that represents the current Plane.
  </summary>
      <returns>System.String representation of the current Plane.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Transform(Microsoft.Xna.Framework.Plane,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Transforms a normalized Plane by a Matrix.
  </summary>
      <param name="plane">The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called.</param>
      <param name="matrix">The transform Matrix to apply to the Plane.</param>
      <returns>
        A new Plane that results from applying the transform.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Transform(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Plane@)">
      <summary>
    Transforms a normalized Plane by a Matrix.
  </summary>
      <param name="plane">The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called.</param>
      <param name="matrix">The transform Matrix to apply to the Plane.</param>
      <param name="result">An existing Plane filled in with the results of applying the transform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Transform(Microsoft.Xna.Framework.Plane,Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Transforms a normalized Plane by a Quaternion rotation.
  </summary>
      <param name="plane">The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called.</param>
      <param name="rotation">The Quaternion rotation to apply to the Plane.</param>
      <returns>
        A new Plane that results from applying the rotation.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Plane.Transform(Microsoft.Xna.Framework.Plane@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Plane@)">
      <summary>
    Transforms a normalized Plane by a Quaternion rotation.
  </summary>
      <param name="plane">The normalized Plane to transform. This Plane must already be normalized, so that its Plane.Normal vector is of unit length, before this method is called.</param>
      <param name="rotation">The Quaternion rotation to apply to the Plane.</param>
      <param name="result">An existing Plane filled in with the results of applying the rotation.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.Plane">
      <summary>Defines a plane.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Point.#ctor(System.Int32,System.Int32)">
      <summary>Initializes a new instance of Point.</summary>
      <param name="x">The x-coordinate of the Point.</param>
      <param name="y">The y-coordinate of the Point.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Point.X">
      <summary>Specifies the x-coordinate of the Point.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Point.Y">
      <summary>Specifies the y-coordinate of the Point.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Point.op_Equality(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
      <summary>
	  Determines whether two Point instances are equal.
  </summary>
      <param name="a">Point on the left side of the equal sign.</param>
      <param name="b">Point on the right side of the equal sign.</param>
      <returns>true if a and bare equal; false otherwise.
	  </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Point.Equals(Microsoft.Xna.Framework.Point)">
      <summary>
    Determines whether two Point instances are equal.
  </summary>
      <param name="other">The Point to compare this instance to.</param>
      <returns>true if the instances are equal; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Point.Equals(System.Object)">
      <summary>
	  Determines whether two Point instances are equal.
  </summary>
      <param name="obj">The object to compare this instance to.</param>
      <returns>true if the instances are equal; false otherwise.
	  </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Point.GetHashCode">
      <summary>Gets the hash code for this object.</summary>
      <returns>The hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Point.op_Inequality(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point)">
      <summary>
	  Determines whether two Point instances are not equal.
  </summary>
      <param name="a">The Point on the left side of the equal sign.</param>
      <param name="b">The Point on the right side of the equal sign.</param>
      <returns>true if the instances are not equal; false otherwise.
	  </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Point.ToString">
      <summary>
	  Returns a System.String that represents the current Point.
  </summary>
      <returns>A System.String that represents the current Point.  </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Point.Zero">
      <summary>Returns the point (0,0).</summary>
      <returns>The point (0,0).</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Point">
      <summary>Defines a point in 2D space.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.#ctor(Microsoft.Xna.Framework.GraphicsDeviceInformation)">
      <summary>Creates a new instance of Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs(Microsoft.Xna.Framework.GraphicsDeviceInformation).</summary>
      <param name="graphicsDeviceInformation">Information about the Graphics.GraphicsDevice.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs.GraphicsDeviceInformation">
      <summary>Information about the Graphics.GraphicsDevice.</summary>
      <returns>
        Information about the Graphics.GraphicsDevice.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.PreparingDeviceSettingsEventArgs">
      <summary>Arguments for the GraphicsDeviceManager.PreparingDeviceSettings  event.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.#ctor(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Initializes a new instance of Quaternion.</summary>
      <param name="vectorPart">The vector component of the quaternion.</param>
      <param name="scalarPart">The rotation component of the quaternion.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of Quaternion.</summary>
      <param name="x">The x-value of the quaternion.</param>
      <param name="y">The y-value of the quaternion.</param>
      <param name="z">The z-value of the quaternion.</param>
      <param name="w">The w-value of the quaternion.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Quaternion.W">
      <summary>Specifies the rotation component of the quaternion.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Quaternion.X">
      <summary>Specifies the x-value of the vector component of the quaternion.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Quaternion.Y">
      <summary>Specifies the y-value of the vector component of the quaternion.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Quaternion.Z">
      <summary>Specifies the z-value of the vector component of the quaternion.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.op_Addition(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Adds two Quaternions.</summary>
      <param name="quaternion1">Quaternion to add.</param>
      <param name="quaternion2">Quaternion to add.</param>
      <returns>Result of adding the Quaternions.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Add(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Adds two Quaternions.</summary>
      <param name="quaternion1">Quaternion to add.</param>
      <param name="quaternion2">Quaternion to add.</param>
      <param name="result">Result of adding the Quaternions.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Add(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Adds two Quaternions.</summary>
      <param name="quaternion1">Quaternion to add.</param>
      <param name="quaternion2">Quaternion to add.</param>
      <returns>Result of adding the Quaternions.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Concatenate(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation.</summary>
      <param name="value1">The first Quaternion rotation in the series.</param>
      <param name="value2">The second Quaternion rotation in the series.</param>
      <param name="result">The Quaternion rotation representing the concatenation of value1 followed by value2.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Concatenate(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Concatenates two Quaternions; the result represents the value1 rotation followed by the value2 rotation.</summary>
      <param name="value1">The first Quaternion rotation in the series.</param>
      <param name="value2">The second Quaternion rotation in the series.</param>
      <returns>
        A new Quaternion representing the concatenation of the value1 rotation followed by the value2 rotation.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Conjugate(Microsoft.Xna.Framework.Quaternion)">
      <summary>Returns the conjugate of a specified Quaternion.</summary>
      <param name="value">The Quaternion of which to return the conjugate.</param>
      <returns>
        A new Quaternion that is the conjugate of the specified one.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Conjugate(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>
    Returns the conjugate of a specified Quaternion.
  </summary>
      <param name="value">The Quaternion of which to return the conjugate.</param>
      <param name="result">An existing Quaternion filled in to be the conjugate of the specified one.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Conjugate">
      <summary>
    Transforms this Quaternion into its conjugate.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromAxisAngle(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Creates a Quaternion from a vector and an angle to rotate about the vector.</summary>
      <param name="axis">The vector to rotate around.</param>
      <param name="angle">The angle to rotate around the vector.</param>
      <returns>The created Quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromAxisAngle(Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Quaternion@)">
      <summary>
    Creates a Quaternion from a vector and an angle to rotate about the vector.
  </summary>
      <param name="axis">The vector to rotate around.</param>
      <param name="angle">The angle to rotate around the vector.</param>
      <param name="result">The created Quaternion.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromRotationMatrix(Microsoft.Xna.Framework.Matrix)">
      <summary>Creates a Quaternion from a rotation Matrix.</summary>
      <param name="matrix">The rotation Matrix to create the Quaternion from.</param>
      <returns>The created Quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromRotationMatrix(Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>
    Creates a Quaternion from a rotation Matrix.
  </summary>
      <param name="matrix">The rotation Matrix to create the Quaternion from.</param>
      <param name="result">The created Quaternion.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromYawPitchRoll(System.Single,System.Single,System.Single,Microsoft.Xna.Framework.Quaternion@)">
      <summary>
    Creates a new Quaternion from specified yaw, pitch, and roll angles.
  </summary>
      <param name="yaw">The yaw angle, in radians, around the y-axis.</param>
      <param name="pitch">The pitch angle, in radians, around the x-axis.</param>
      <param name="roll">The roll angle, in radians, around the z-axis.</param>
      <param name="result">An existing Quaternion filled in to express the specified yaw, pitch, and roll angles.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.CreateFromYawPitchRoll(System.Single,System.Single,System.Single)">
      <summary>
    Creates a new Quaternion from specified yaw, pitch, and roll angles.
  </summary>
      <param name="yaw">The yaw angle, in radians, around the y-axis.</param>
      <param name="pitch">The pitch angle, in radians, around the x-axis.</param>
      <param name="roll">The roll angle, in radians, around the z-axis.</param>
      <returns>A new Quaternion expressing the specified yaw, pitch, and roll angles.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Divide(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>
    Divides a Quaternion by another Quaternion.
  </summary>
      <param name="quaternion1">Source Quaternion.</param>
      <param name="quaternion2">The divisor.</param>
      <param name="result">Result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Divide(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Divides a Quaternion by another Quaternion.</summary>
      <param name="quaternion1">Source Quaternion.</param>
      <param name="quaternion2">The divisor.</param>
      <returns>Result of the division.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.op_Division(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Divides a Quaternion by another Quaternion.</summary>
      <param name="quaternion1">Source Quaternion.</param>
      <param name="quaternion2">The divisor.</param>
      <returns>Result of the division.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Dot(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,System.Single@)">
      <summary>
    Calculates the dot product of two Quaternions.
  </summary>
      <param name="quaternion1">Source Quaternion.</param>
      <param name="quaternion2">Source Quaternion.</param>
      <param name="result">Dot product of the Quaternions.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Dot(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Calculates the dot product of two Quaternions.</summary>
      <param name="quaternion1">Source Quaternion.</param>
      <param name="quaternion2">Source Quaternion.</param>
      <returns>Dot product of the Quaternions.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.op_Equality(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Compares two Quaternions for equality.</summary>
      <param name="quaternion1">Source Quaternion.</param>
      <param name="quaternion2">Source Quaternion.</param>
      <returns>true if the Quaternions are equal, false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Equals(Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Determines whether the specified System.Object is equal to the Quaternion.
  </summary>
      <param name="other">The Quaternion to compare with the current Quaternion.</param>
      <returns>true if the specified System.Object is equal to the current Quaternion; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to make the comparison with.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.GetHashCode">
      <summary>Get the hash code of this object.</summary>
      <returns>The hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.op_Inequality(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Compare two Quaternions for inequality.</summary>
      <param name="quaternion1">Source Quaternion.</param>
      <param name="quaternion2">Source Quaternion.</param>
      <returns>true if the Quaternions are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Inverse(Microsoft.Xna.Framework.Quaternion)">
      <summary>Returns the inverse of a Quaternion.</summary>
      <param name="quaternion">Source Quaternion.</param>
      <returns>The inverse of the Quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Inverse(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>
    Returns the inverse of a Quaternion.
  </summary>
      <param name="quaternion">Source Quaternion.</param>
      <param name="result">The inverse of the Quaternion.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.LengthSquared">
      <summary>Calculates the length squared of a Quaternion.</summary>
      <returns>The length squared of the Quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Length">
      <summary>Calculates the length of a Quaternion.</summary>
      <returns>The length of the Quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Lerp(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,System.Single,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Linearly interpolates between two quaternions.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="quaternion2">Source quaternion.</param>
      <param name="amount">Value indicating how far to interpolate between the quaternions.</param>
      <param name="result">The resulting quaternion.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Lerp(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion,System.Single)">
      <summary>Linearly interpolates between two quaternions.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="quaternion2">Source quaternion.</param>
      <param name="amount">Value indicating how far to interpolate between the quaternions.</param>
      <returns>The resulting quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Multiply(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Multiplies two quaternions.</summary>
      <param name="quaternion1">The quaternion on the left of the multiplication.</param>
      <param name="quaternion2">The quaternion on the right of the multiplication.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.op_Multiply(Microsoft.Xna.Framework.Quaternion,System.Single)">
      <summary>Multiplies a quaternion by a scalar value.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>The result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Multiply(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Multiplies two quaternions.</summary>
      <param name="quaternion1">The quaternion on the left of the multiplication.</param>
      <param name="quaternion2">The quaternion on the right of the multiplication.</param>
      <returns>The result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.op_Multiply(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Multiplies two quaternions.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="quaternion2">Source quaternion.</param>
      <returns>The result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Multiply(Microsoft.Xna.Framework.Quaternion,System.Single)">
      <summary>Multiplies a quaternion by a scalar value.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>The result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Multiply(Microsoft.Xna.Framework.Quaternion@,System.Single,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Multiplies a quaternion by a scalar value.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="scaleFactor">Scalar value.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Negate(Microsoft.Xna.Framework.Quaternion)">
      <summary>Flips the sign of each component of the quaternion.</summary>
      <param name="quaternion">Source quaternion.</param>
      <returns>Negated quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Negate(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Flips the sign of each component of the quaternion.</summary>
      <param name="quaternion">Source quaternion.</param>
      <param name="result">Negated quaternion.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Normalize(Microsoft.Xna.Framework.Quaternion)">
      <summary>Divides each component of the quaternion by the length of the quaternion.</summary>
      <param name="quaternion">Source quaternion.</param>
      <returns>Normalized quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Normalize(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Divides each component of the quaternion by the length of the quaternion.</summary>
      <param name="quaternion">Source quaternion.</param>
      <param name="result">Normalized quaternion.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Normalize">
      <summary>Divides each component of the quaternion by the length of the quaternion.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Slerp(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,System.Single,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Interpolates between two quaternions, using spherical linear interpolation.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="quaternion2">Source quaternion.</param>
      <param name="amount">Value that indicates how far to interpolate between the quaternions.</param>
      <param name="result">Result of the interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Slerp(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion,System.Single)">
      <summary>Interpolates between two quaternions, using spherical linear interpolation.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="quaternion2">Source quaternion.</param>
      <param name="amount">Value that indicates how far to interpolate between the quaternions.</param>
      <returns>Result of the interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.op_Subtraction(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Subtracts a quaternion from another quaternion.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="quaternion2">Source quaternion.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Subtract(Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Quaternion@)">
      <summary>Subtracts a quaternion from another quaternion.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="quaternion2">Source quaternion.</param>
      <param name="result">Result of the subtraction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.Subtract(Microsoft.Xna.Framework.Quaternion,Microsoft.Xna.Framework.Quaternion)">
      <summary>Subtracts a quaternion from another quaternion.</summary>
      <param name="quaternion1">Source quaternion.</param>
      <param name="quaternion2">Source quaternion.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.ToString">
      <summary>Retireves a string representation of the current object.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Quaternion.op_UnaryNegation(Microsoft.Xna.Framework.Quaternion)">
      <summary>Flips the sign of each component of the quaternion.</summary>
      <param name="quaternion">Source quaternion.</param>
      <returns>Negated quaternion.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Quaternion.Identity">
      <summary>Returns a Quaternion representing no rotation.</summary>
      <returns>The identity Quaternion (0,0,0,1).</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Quaternion">
      <summary>Defines a quaternion.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Creates a new instance of Ray.</summary>
      <param name="position">The starting point of the Ray.</param>
      <param name="direction">Unit vector describing the direction of the Ray.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Ray.Direction">
      <summary>Unit vector specifying the direction the Ray is pointing.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Ray.Position">
      <summary>Specifies the starting point of the Ray.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.op_Equality(Microsoft.Xna.Framework.Ray,Microsoft.Xna.Framework.Ray)">
      <summary>
    Determines whether two instances of Ray are equal.
  </summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if left is equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Equals(System.Object)">
      <summary>
    Determines whether two instances of Ray are equal.
  </summary>
      <param name="obj">The System.Object to compare with the current Ray.</param>
      <returns>true if the specified System.Object is equal to the current Ray; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Equals(Microsoft.Xna.Framework.Ray)">
      <summary>
    Determines whether the specified Ray is equal to the current Ray.
  </summary>
      <param name="other">The Ray to compare with the current Ray.</param>
      <returns>true if the specified Ray is equal to the current Ray; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>
        A hash code for the current Ray.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.op_Inequality(Microsoft.Xna.Framework.Ray,Microsoft.Xna.Framework.Ray)">
      <summary>
    Determines whether two instances of Ray are not equal.
  </summary>
      <param name="a">The object to the left of the inequality operator.</param>
      <param name="b">The object to the right of the inequality operator.</param>
      <returns>true if left is not equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Intersects(Microsoft.Xna.Framework.Plane@,System.Nullable{System.Single})">
      <summary>
    Determines whether this Ray intersects a specified Plane.
  </summary>
      <param name="plane">The Plane with which to calculate this Ray's intersection.</param>
      <param name="result">The distance at which this Ray intersects the specified Plane, or null if there is no intersection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Intersects(Microsoft.Xna.Framework.BoundingSphere)">
      <summary>Checks whether the Ray intersects a specified BoundingSphere.</summary>
      <param name="sphere">The BoundingSphere to check for intersection with the Ray.</param>
      <returns>Distance at which the ray intersects the BoundingSphere or null if there is no intersection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Intersects(Microsoft.Xna.Framework.Plane)">
      <summary>
    Determines whether this Ray intersects a specified Plane.
  </summary>
      <param name="plane">The Plane with which to calculate this Ray's intersection.</param>
      <returns>
        The distance at which this Ray intersects the specified Plane, or null if there is no intersection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Intersects(Microsoft.Xna.Framework.BoundingFrustum)">
      <summary>
    Checks whether the Ray intersects a specified BoundingFrustum.
  </summary>
      <param name="frustum">The BoundingFrustum to check for intersection with the Ray.</param>
      <returns>Distance at which the ray intersects the BoundingFrustum or null if there is no intersection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Intersects(Microsoft.Xna.Framework.BoundingBox@,System.Nullable{System.Single})">
      <summary>
    Checks whether the current Ray intersects a BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection with.</param>
      <param name="result">Distance at which the ray intersects the BoundingBox or null if there is no intersection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Intersects(Microsoft.Xna.Framework.BoundingBox)">
      <summary>
    Checks whether the Ray intersects a specified BoundingBox.
  </summary>
      <param name="box">The BoundingBox to check for intersection with the Ray.</param>
      <returns>Distance at which the ray intersects the BoundingBox or null if there is no intersection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.Intersects(Microsoft.Xna.Framework.BoundingSphere@,System.Nullable{System.Single})">
      <summary>
    Checks whether the current Ray intersects a BoundingSphere.
  </summary>
      <param name="sphere">The BoundingSphere to check for intersection with.</param>
      <param name="result">Distance at which the ray intersects the BoundingSphere or null if there is no intersection.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Ray.ToString">
      <summary>
    Returns a System.String that represents the current Ray.
  </summary>
      <returns>System.String representation of the current Ray.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Ray">
      <summary>Defines a ray.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>Initializes a new instance of Rectangle.</summary>
      <param name="x">The x-coordinate of the rectangle.</param>
      <param name="y">The y-coordinate of the rectangle.</param>
      <param name="width">Width of the rectangle.</param>
      <param name="height">Height of the rectangle.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Rectangle.Height">
      <summary>Specifies the height of the rectangle.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Rectangle.Width">
      <summary>Specifies the width of the rectangle.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Rectangle.X">
      <summary>Specifies the x-coordinate of the rectangle.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Rectangle.Y">
      <summary>Specifies the y-coordinate of the rectangle.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Point)">
      <summary>
    Determines whether this Rectangle contains a specified Point.
  </summary>
      <param name="value">The Point to evaluate.</param>
      <returns>true if the specified Point is contained within this Rectangle; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Rectangle)">
      <summary>
    Determines whether this Rectangle entirely contains a specified Rectangle.
  </summary>
      <param name="value">The Rectangle to evaluate.</param>
      <returns>true if this Rectangle entirely contains the specified Rectangle; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Rectangle@,System.Boolean@)">
      <summary>
    Determines whether this Rectangle entirely contains a specified Rectangle.
  </summary>
      <param name="value">The Rectangle to evaluate.</param>
      <param name="result">On exit, is true if this Rectangle entirely contains the specified Rectangle, or false if not.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Contains(Microsoft.Xna.Framework.Point@,System.Boolean@)">
      <summary>
    Determines whether this Rectangle contains a specified Point.
  </summary>
      <param name="value">The Point to evaluate.</param>
      <param name="result">true if the specified Point is contained within this Rectangle; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Contains(System.Int32,System.Int32)">
      <summary>
    Determines whether this Rectangle contains a specified point represented by its x- and y-coordinates.
  </summary>
      <param name="x">The x-coordinate of the specified point.</param>
      <param name="y">The y-coordinate of the specified point.</param>
      <returns>true if the specified point is contained within this Rectangle; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.op_Equality(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
      <summary>Compares two rectangles for equality.</summary>
      <param name="a">Source rectangle.</param>
      <param name="b">Source rectangle.</param>
      <returns>true if the rectangles are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Equals(Microsoft.Xna.Framework.Rectangle)">
      <summary>
    Determines whether the specified System.Object is equal to the Rectangle.
  </summary>
      <param name="other">The System.Object to compare with the current Rectangle.</param>
      <returns>true if the specified System.Object is equal to the current Rectangle; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to make the comparison with.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.GetHashCode">
      <summary>Gets the hash code for this object.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.op_Inequality(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Rectangle)">
      <summary>Compares two rectangles for inequality.</summary>
      <param name="a">Source rectangle.</param>
      <param name="b">Source rectangle.</param>
      <returns>true if the rectangles are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Inflate(System.Int32,System.Int32)">
      <summary>Pushes the edges of the Rectangle out by the horizontal and vertical values specified.</summary>
      <param name="horizontalAmount">Value to push the sides out by.</param>
      <param name="verticalAmount">Value to push the top and bottom out by.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Intersects(Microsoft.Xna.Framework.Rectangle)">
      <summary>
    Determines whether a specified Rectangle intersects with this Rectangle.
  </summary>
      <param name="value">The Rectangle to evaluate.</param>
      <returns>true if the specified Rectangle intersects with this one; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Intersects(Microsoft.Xna.Framework.Rectangle@,System.Boolean@)">
      <summary>
    Determines whether a specified Rectangle intersects with this Rectangle.
  </summary>
      <param name="value">The Rectangle to evaluate</param>
      <param name="result">true if the specified Rectangle intersects with this one; false otherwise.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Offset(Microsoft.Xna.Framework.Point)">
      <summary>Changes the position of the Rectangle.</summary>
      <param name="offset">The values to adjust the position of the Rectangle by.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.Offset(System.Int32,System.Int32)">
      <summary>Changes the position of the Rectangle.</summary>
      <param name="offsetX">Change in the x-position.</param>
      <param name="offsetY">Change in the y-position.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Rectangle.ToString">
      <summary>Retrieves a string representation of the current object.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Rectangle.Bottom">
      <summary>Returns the y-coordinate of the bottom of the rectangle.</summary>
      <returns>The y-coordinate of the bottom of the rectangle.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Rectangle.Empty">
      <summary>Returns a Rectangle with all of its values set to zero.</summary>
      <returns>An empty Rectangle.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Rectangle.Left">
      <summary>Returns the x-coordinate of the left side of the rectangle.</summary>
      <returns>The x-coordinate of the left side of the rectangle.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Rectangle.Right">
      <summary>Returns the x-coordinate of the right side of the rectangle.</summary>
      <returns>The x-coordinate of the right side of the rectangle.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Rectangle.Top">
      <summary>Returns the y-coordinate of the top of the rectangle.</summary>
      <returns>The y-coordinate of the top of the rectangle.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Rectangle">
      <summary>Defines a rectangle.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.#ctor(System.Single)">
      <summary>Creates a new instance of Vector2.</summary>
      <param name="value">Value to initialize both components to.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.#ctor(System.Single,System.Single)">
      <summary>Initializes a new instance of Vector2.</summary>
      <param name="x">Initial value for the x-component of the vector.</param>
      <param name="y">Initial value for the y-component of the vector.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector2.X">
      <summary>Gets or sets the x-component of the vector.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector2.Y">
      <summary>Gets or sets the y-component of the vector.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Addition(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Sum of the source vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Add(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">Sum of the source vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Add(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Sum of the source vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Barycentric(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,System.Single,Microsoft.Xna.Framework.Vector2@)">
      <summary>Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle.</summary>
      <param name="value1">A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle.</param>
      <param name="value2">A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle.</param>
      <param name="value3">A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle.</param>
      <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2).</param>
      <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3).</param>
      <param name="result">The 2D Cartesian coordinates of the specified point are placed in this Vector2 on exit.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Barycentric(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,System.Single)">
      <summary>Returns a Vector2 containing the 2D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 2D triangle.</summary>
      <param name="value1">A Vector2 containing the 2D Cartesian coordinates of vertex 1 of the triangle.</param>
      <param name="value2">A Vector2 containing the 2D Cartesian coordinates of vertex 2 of the triangle.</param>
      <param name="value3">A Vector2 containing the 2D Cartesian coordinates of vertex 3 of the triangle.</param>
      <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2).</param>
      <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3).</param>
      <returns>A new Vector2 containing the 2D Cartesian coordinates of the specified point.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.CatmullRom(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Performs a Catmull-Rom interpolation using the specified positions.</summary>
      <param name="value1">The first position in the interpolation.</param>
      <param name="value2">The second position in the interpolation.</param>
      <param name="value3">The third position in the interpolation.</param>
      <param name="value4">The fourth position in the interpolation.</param>
      <param name="amount">Weighting factor.</param>
      <returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.CatmullRom(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
      <summary>Performs a Catmull-Rom interpolation using the specified positions.</summary>
      <param name="value1">The first position in the interpolation.</param>
      <param name="value2">The second position in the interpolation.</param>
      <param name="value3">The third position in the interpolation.</param>
      <param name="value4">The fourth position in the interpolation.</param>
      <param name="amount">Weighting factor.</param>
      <param name="result">A vector that is the result of the Catmull-Rom interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Clamp(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Restricts a value to be within a specified range.</summary>
      <param name="value1">The value to clamp.</param>
      <param name="min">The minimum value.</param>
      <param name="max">The maximum value.</param>
      <param name="result">The clamped value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Clamp(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Restricts a value to be within a specified range.</summary>
      <param name="value1">The value to clamp.</param>
      <param name="min">The minimum value.</param>
      <param name="max">The maximum value.</param>
      <returns>The clamped value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.DistanceSquared(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single@)">
      <summary>Calculates the distance between two vectors squared.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The distance between the vectors squared.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.DistanceSquared(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Calculates the distance between two vectors squared.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The distance between the source vectors squared.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Distance(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single@)">
      <summary>Calculates the distance between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The distance between the vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Distance(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Calculates the distance between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Distance between the two vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Divide(Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="divider">The divisor.</param>
      <param name="result">The result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Divide(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">The divisor.</param>
      <param name="result">The result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Divide(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Divisor vector.</param>
      <returns>The result of dividing the vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Divide(Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="divider">The divisor.</param>
      <returns>The result of the division.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Division(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Divisor vector.</param>
      <returns>The result of dividing the vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Division(Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="divider">The divisor.</param>
      <returns>The source vector divided by b.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Dot(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single@)">
      <summary>Calculates the dot product of two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The dot product of the two vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Dot(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Calculates the dot product of two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The dot product of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Equality(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Tests vectors for equality.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>true if the vectors are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Equals(Microsoft.Xna.Framework.Vector2)">
      <summary>
    Determines whether the specified System.Object is equal to the Vector2.
  </summary>
      <param name="other">The System.Object to compare with the current Vector2.</param>
      <returns>true if the specified System.Object is equal to the current Vector2; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to make the comparison with.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.GetHashCode">
      <summary>Gets the hash code of the vector object.</summary>
      <returns>Hash code of the vector object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Hermite(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Performs a Hermite spline interpolation.</summary>
      <param name="value1">Source position vector.</param>
      <param name="tangent1">Source tangent vector.</param>
      <param name="value2">Source position vector.</param>
      <param name="tangent2">Source tangent vector.</param>
      <param name="amount">Weighting factor.</param>
      <returns>The result of the Hermite spline interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Hermite(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
      <summary>Performs a Hermite spline interpolation.</summary>
      <param name="value1">Source position vector.</param>
      <param name="tangent1">Source tangent vector.</param>
      <param name="value2">Source position vector.</param>
      <param name="tangent2">Source tangent vector.</param>
      <param name="amount">Weighting factor.</param>
      <param name="result">The result of the Hermite spline interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Inequality(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Tests vectors for inequality.</summary>
      <param name="value1">Vector to compare.</param>
      <param name="value2">Vector to compare.</param>
      <returns>Returns true if the vectors are not equal,  false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.LengthSquared">
      <summary>Calculates the length of the vector squared.</summary>
      <returns>The length of the vector squared.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Length">
      <summary>Calculates the length of the vector.</summary>
      <returns>Length of the vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Lerp(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Performs a linear interpolation between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
      <returns>The linear interpolation of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Lerp(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
      <summary>Performs a linear interpolation between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
      <param name="result">The result of the interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Max(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Returns a vector that contains the highest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The maximized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Max(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Returns a vector that contains the highest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The maximized vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Min(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Returns a vector that contains the lowest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The minimized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Min(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Returns a vector that contains the lowest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The minimized vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Multiply(Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Multiply(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Multiply(System.Single,Microsoft.Xna.Framework.Vector2)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="scaleFactor">Scalar value.</param>
      <param name="value">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Multiply(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Multiply(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Multiply(Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="value">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Multiply(Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Negate(Microsoft.Xna.Framework.Vector2)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <returns>Vector pointing in the opposite direction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Negate(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <param name="result">Vector pointing in the opposite direction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Normalize(Microsoft.Xna.Framework.Vector2)">
      <summary>Creates a unit vector from the specified vector.</summary>
      <param name="value">Source Vector2.</param>
      <returns>The created unit vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Normalize(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Returns a normalized version of the specified vector.</summary>
      <param name="value">Source vector.</param>
      <param name="result">Normalized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Normalize">
      <summary>Turns the current vector into a unit vector.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.SmoothStep(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Interpolates between two values using a cubic equation.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <param name="amount">Weighting value.</param>
      <returns>Interpolated value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.SmoothStep(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,System.Single,Microsoft.Xna.Framework.Vector2@)">
      <summary>Interpolates between two values using a cubic equation.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <param name="amount">Weighting value.</param>
      <param name="result">The interpolated value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_Subtraction(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">source vector.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Subtract(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The result of the subtraction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Subtract(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.ToString">
      <summary>Retrieves a string representation of the current object.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.TransformNormal(Microsoft.Xna.Framework.Vector2[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2[])">
      <summary>
    Transforms an array of Vector2 vector normals by a specified Matrix.
  </summary>
      <param name="sourceArray">The array of vector normals to transform.</param>
      <param name="matrix">The transform Matrix to apply.</param>
      <param name="destinationArray">An existing array into which the transformed vector normals are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.TransformNormal(Microsoft.Xna.Framework.Vector2[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2[],System.Int32,System.Int32)">
      <summary>
    Transforms a specified range in an array of Vector2 vector normals by a specified Matrix and places the results in a specified range in a destination array.
  </summary>
      <param name="sourceArray">The source array.</param>
      <param name="sourceIndex">The index of the first Vector2 to transform in the source array.</param>
      <param name="matrix">The Matrix to apply.</param>
      <param name="destinationArray">The destination array into which the resulting Vector2s are written.</param>
      <param name="destinationIndex">The index of the position in the destination array where the first result Vector2 should be written.</param>
      <param name="length">The number of vector normals to be transformed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.TransformNormal(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Matrix)">
      <summary>Transforms a 2D vector normal by a matrix.</summary>
      <param name="normal">The source vector.</param>
      <param name="matrix">The transformation matrix.</param>
      <returns>The transformed normal.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.TransformNormal(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2@)">
      <summary>Transforms a vector normal by a matrix.</summary>
      <param name="normal">The source vector.</param>
      <param name="matrix">The transformation matrix.</param>
      <param name="result">The Vector2 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2[])">
      <summary>Transforms an array of Vector2s by a specified Matrix.</summary>
      <param name="sourceArray">The array of Vector2s to transform.</param>
      <param name="matrix">The transform Matrix to apply.</param>
      <param name="destinationArray">An existing array into which the transformed Vector2s are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Quaternion)">
      <summary>Transforms a single Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation.</summary>
      <param name="value">The vector to rotate.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <returns>Returns a new Vector2 containing the result of the rotation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2[],System.Int32,System.Int32)">
      <summary>
    Transforms a specified range in an array of Vector2s by a specified Matrix and places the results in a specified range in a destination array.
  </summary>
      <param name="sourceArray">The source array.</param>
      <param name="sourceIndex">The index of the first Vector2 to transform in the source array.</param>
      <param name="matrix">The Matrix to transform by.</param>
      <param name="destinationArray">The destination array into which the resulting Vector2s will be written.</param>
      <param name="destinationIndex">The index of the position in the destination array where the first result Vector2 should be written.</param>
      <param name="length">The number of Vector2s to be transformed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2[],Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector2[])">
      <summary>
    Transforms an array of Vector2s by a specified Quaternion.
  </summary>
      <param name="sourceArray">The array of Vector2s to transform.</param>
      <param name="rotation">The transform Matrix to use.</param>
      <param name="destinationArray">An existing array into which the transformed Vector2s are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Matrix)">
      <summary>Transforms the vector (x, y, 0, 1) by the specified matrix.</summary>
      <param name="position">The source vector.</param>
      <param name="matrix">The transformation matrix.</param>
      <returns>The transformed vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector2@)">
      <summary>
    Transforms a Vector2 by the given Matrix.
  </summary>
      <param name="position">The source Vector2.</param>
      <param name="matrix">The transformation Matrix.</param>
      <param name="result">The Vector2 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector2@)">
      <summary>
    Transforms a Vector2, or the vector normal (x, y, 0, 0), by a specified Quaternion rotation.
  </summary>
      <param name="value">The vector to rotate.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="result">An existing Vector2 filled in with the result of the rotation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.Transform(Microsoft.Xna.Framework.Vector2[],System.Int32,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector2[],System.Int32,System.Int32)">
      <summary>
    Transforms a specified range in an array of Vector2s by a specified Quaternion and places the results in a specified range in a destination array.
  </summary>
      <param name="sourceArray">The source array.</param>
      <param name="sourceIndex">The index of the first Vector2 to transform in the source array.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="destinationArray">The destination array into which the resulting Vector2s are written.</param>
      <param name="destinationIndex">The index of the position in the destination array where the first result Vector2 should be written.</param>
      <param name="length">The number of Vector2s to be transformed.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector2.op_UnaryNegation(Microsoft.Xna.Framework.Vector2)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <returns>Vector pointing in the opposite direction.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector2.One">
      <summary>Returns a Vector2 with both of its components set to one.</summary>
      <returns>Vector2 with both of its components set to one.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector2.UnitX">
      <summary>Returns the unit vector for the x-axis.</summary>
      <returns>The unit vector for the x-axis.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector2.UnitY">
      <summary>Returns the unit vector for the y-axis.</summary>
      <returns>The unit vector for the y-axis.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector2.Zero">
      <summary>Returns a Vector2 with all of its components set to zero.</summary>
      <returns>A Vector2  with all of its components set to zero.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Vector2">
      <summary>Defines a vector with two components.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.#ctor(System.Single)">
      <summary>Creates a new instance of Vector3.</summary>
      <param name="value">Value to initialize each component to.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.#ctor(Microsoft.Xna.Framework.Vector2,System.Single)">
      <summary>Initializes a new instance of Vector3.</summary>
      <param name="value">A vector containing the values to initialize x and y components with.</param>
      <param name="z">Initial value for the z-component of the vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.#ctor(System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of Vector3.</summary>
      <param name="x">Initial value for the x-component of the vector.</param>
      <param name="y">Initial value for the y-component of the vector.</param>
      <param name="z">Initial value for the z-component of the vector.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector3.X">
      <summary>Gets or sets the x-component of the vector.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector3.Y">
      <summary>Gets or sets the y-component of the vector.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector3.Z">
      <summary>Gets or sets the z-component of the vector.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Addition(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Sum of the vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Add(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">Sum of the source vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Add(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Sum of the source vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Barycentric(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,System.Single,Microsoft.Xna.Framework.Vector3@)">
      <summary>Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 3D triangle.</summary>
      <param name="value1">A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle.</param>
      <param name="value2">A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle.</param>
      <param name="value3">A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle.</param>
      <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2).</param>
      <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3).</param>
      <param name="result">The 3D Cartesian coordinates of the specified point are placed in this Vector3 on exit.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Barycentric(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single,System.Single)">
      <summary>Returns a Vector3 containing the 3D Cartesian coordinates of a point specified in Barycentric coordinates relative to a 3D triangle.</summary>
      <param name="value1">A Vector3 containing the 3D Cartesian coordinates of vertex 1 of the triangle.</param>
      <param name="value2">A Vector3 containing the 3D Cartesian coordinates of vertex 2 of the triangle.</param>
      <param name="value3">A Vector3 containing the 3D Cartesian coordinates of vertex 3 of the triangle.</param>
      <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2).</param>
      <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3).</param>
      <returns>A new Vector3 containing the 3D Cartesian coordinates of the specified point.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.CatmullRom(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Performs a Catmull-Rom interpolation using the specified positions.</summary>
      <param name="value1">The first position in the interpolation.</param>
      <param name="value2">The second position in the interpolation.</param>
      <param name="value3">The third position in the interpolation.</param>
      <param name="value4">The fourth position in the interpolation.</param>
      <param name="amount">Weighting factor.</param>
      <returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.CatmullRom(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
      <summary>Performs a Catmull-Rom interpolation using the specified positions.</summary>
      <param name="value1">The first position in the interpolation.</param>
      <param name="value2">The second position in the interpolation.</param>
      <param name="value3">The third position in the interpolation.</param>
      <param name="value4">The fourth position in the interpolation.</param>
      <param name="amount">Weighting factor.</param>
      <param name="result">A vector that is the result of the Catmull-Rom interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Clamp(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Restricts a value to be within a specified range.</summary>
      <param name="value1">The value to clamp.</param>
      <param name="min">The minimum value.</param>
      <param name="max">The maximum value.</param>
      <param name="result">The clamped value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Clamp(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Restricts a value to be within a specified range.</summary>
      <param name="value1">The value to clamp.</param>
      <param name="min">The minimum value.</param>
      <param name="max">The maximum value.</param>
      <returns>The clamped value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Cross(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Calculates the cross product of two vectors.</summary>
      <param name="vector1">Source vector.</param>
      <param name="vector2">Source vector.</param>
      <param name="result">The cross product of the vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Cross(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Calculates the cross product of two vectors.</summary>
      <param name="vector1">Source vector.</param>
      <param name="vector2">Source vector.</param>
      <returns>Cross product of the source vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.DistanceSquared(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single@)">
      <summary>Calculates the distance between two vectors squared.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The distance between the two vectors squared.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.DistanceSquared(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Calculates the distance between two vectors squared.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The distance between the source vectors squared.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Distance(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single@)">
      <summary>Calculates the distance between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The distance between the vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Distance(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Calculates the distance between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Distance between the source vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Divide(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">The divisor.</param>
      <param name="result">The result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Divide(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">The divisor.</param>
      <returns>The source vector divided by b.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Divide(Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">The divisor.</param>
      <param name="result">The result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Divide(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Divisor vector.</param>
      <returns>The result of dividing the vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Division(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value">Source vector.</param>
      <param name="divider">The divisor.</param>
      <returns>The source vector divided by div.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Division(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Divisor vector.</param>
      <returns>The result of dividing the vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Dot(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single@)">
      <summary>Calculates the dot product of two vectors.</summary>
      <param name="vector1">Source vector.</param>
      <param name="vector2">Source vector.</param>
      <param name="result">The dot product of the two vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Dot(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Calculates the dot product of two vectors.</summary>
      <param name="vector1">Source vector.</param>
      <param name="vector2">Source vector.</param>
      <returns>The dot product of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Equality(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Tests vectors for equality.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>true if the vectors are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to make the comparison with.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Equals(Microsoft.Xna.Framework.Vector3)">
      <summary>
    Determines whether the specified System.Object is equal to the Vector3.
  </summary>
      <param name="other">The Vector3 to compare with the current Vector3.</param>
      <returns>true if the specified Vector3 is equal to the current Vector3; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.GetHashCode">
      <summary>Gets the hash code of the vector object.</summary>
      <returns>Hash code of the vector object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Hermite(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Performs a Hermite spline interpolation.</summary>
      <param name="value1">Source position vector.</param>
      <param name="tangent1">Source tangent vector.</param>
      <param name="value2">Source position vector.</param>
      <param name="tangent2">Source tangent vector.</param>
      <param name="amount">Weighting factor.</param>
      <returns>The result of the Hermite spline interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Hermite(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
      <summary>Performs a Hermite spline interpolation.</summary>
      <param name="value1">Source position vector.</param>
      <param name="tangent1">Source tangent vector.</param>
      <param name="value2">Source position vector.</param>
      <param name="tangent2">Source tangent vector.</param>
      <param name="amount">Weighting factor.</param>
      <param name="result">The result of the Hermite spline interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Inequality(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Tests vectors for inequality.</summary>
      <param name="value1">Vector to compare.</param>
      <param name="value2">Vector to compare.</param>
      <returns>true if the vectors are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.LengthSquared">
      <summary>Calculates the length of the vector squared.</summary>
      <returns>The length of the vector squared.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Length">
      <summary>Calculates the length of the vector.</summary>
      <returns>The length of the vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Lerp(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
      <summary>Performs a linear interpolation between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
      <param name="result">The result of the interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Lerp(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Performs a linear interpolation between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
      <returns>The linear interpolation of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Max(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Returns a vector that contains the highest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The maximized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Max(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Returns a vector that contains the highest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The maximized vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Min(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Returns a vector that contains the lowest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The minimized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Min(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Returns a vector that contains the lowest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The minimized vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Multiply(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Multiply(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="value">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Multiply(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Multiply(System.Single,Microsoft.Xna.Framework.Vector3)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="scaleFactor">Scalar value.</param>
      <param name="value">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Multiply(Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Multiply(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Multiply(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Negate(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <param name="result">Vector pointing in the opposite direction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Negate(Microsoft.Xna.Framework.Vector3)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <returns>Vector pointing in the opposite direction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Normalize(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Returns a normalized version of the specified vector.</summary>
      <param name="value">Source vector.</param>
      <param name="result">The normalized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Normalize(Microsoft.Xna.Framework.Vector3)">
      <summary>Creates a unit vector from the specified vector.</summary>
      <param name="value">The source Vector3.</param>
      <returns>The created unit vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Normalize">
      <summary>Turns the current vector into a unit vector.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Reflect(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Returns the reflection of a vector off a surface that has the specified normal.</summary>
      <param name="vector">Source vector.</param>
      <param name="normal">Normal of the surface.</param>
      <param name="result">The reflected vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Reflect(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Returns the reflection of a vector off a surface that has the specified normal.</summary>
      <param name="vector">Source vector.</param>
      <param name="normal">Normal of the surface.</param>
      <returns>The reflected vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.SmoothStep(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,System.Single,Microsoft.Xna.Framework.Vector3@)">
      <summary>Interpolates between two values using a cubic equation.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="amount">Weighting value.</param>
      <param name="result">The interpolated value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.SmoothStep(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Interpolates between two values using a cubic equation.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <param name="amount">Weighting value.</param>
      <returns>Interpolated value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_Subtraction(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Subtract(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The result of the subtraction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Subtract(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.ToString">
      <summary>Retrieves a string representation of the current object.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.TransformNormal(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix)">
      <summary>Transforms a 3D vector normal by a matrix.</summary>
      <param name="normal">The source vector.</param>
      <param name="matrix">The transformation matrix.</param>
      <returns>The transformed vector normal.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.TransformNormal(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3@)">
      <summary>Transforms a vector normal by a matrix.</summary>
      <param name="normal">The source vector.</param>
      <param name="matrix">The transformation Matrix.</param>
      <param name="result">The Vector3 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.TransformNormal(Microsoft.Xna.Framework.Vector3[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3[],System.Int32,System.Int32)">
      <summary>Transforms a specified range in an array of 3D vector normals by a specified Matrix and writes the results to a specified range in a destination array.</summary>
      <param name="sourceArray">The source array of Vector3 normals.</param>
      <param name="sourceIndex">The starting index in the source array.</param>
      <param name="matrix">The transform Matrix to apply.</param>
      <param name="destinationArray">The destination Vector3 array.</param>
      <param name="destinationIndex">The starting index in the destination array.</param>
      <param name="length">The number of vectors to transform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.TransformNormal(Microsoft.Xna.Framework.Vector3[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3[])">
      <summary>Transforms an array of 3D vector normals by a specified Matrix.</summary>
      <param name="sourceArray">The array of Vector3 normals to transform.</param>
      <param name="matrix">The transform matrix to apply.</param>
      <param name="destinationArray">An existing Vector3 array into which the results of the transforms are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector3@)">
      <summary>
    Transforms a Vector3 by a specified Quaternion rotation.
  </summary>
      <param name="value">The Vector3 to rotate.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="result">An existing Vector3 filled in with the results of the rotation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix)">
      <summary>Transforms a 3D vector by the given matrix.</summary>
      <param name="position">The source vector.</param>
      <param name="matrix">The transformation matrix.</param>
      <returns>The transformed vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Transforms a Vector3 by a specified Quaternion rotation.
  </summary>
      <param name="value">The Vector3 to rotate.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <returns>Returns a new Vector3 that results from the rotation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3@)">
      <summary>
    Transforms a Vector3 by the given Matrix.
  </summary>
      <param name="position">The source Vector3.</param>
      <param name="matrix">The transformation Matrix.</param>
      <param name="result">The transformed vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3[],System.Int32,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector3[],System.Int32,System.Int32)">
      <summary>
    Applies a specified Quaternion rotation to a specified range of an array of Vector3s 
    and writes the results into a specified range of a destination array.
  </summary>
      <param name="sourceArray">The source array.</param>
      <param name="sourceIndex">The index in the source array at which to start.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="destinationArray">The existing destination array.</param>
      <param name="destinationIndex">The index in the destination array at which to start.</param>
      <param name="length">The number of Vector3s to transform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3[],System.Int32,System.Int32)">
      <summary>
    Applies a specified transform Matrix to a specified range of an array of Vector3s
    and writes the results into a specified range of a destination array.
  </summary>
      <param name="sourceArray">The source array.</param>
      <param name="sourceIndex">The index in the source array at which to start.</param>
      <param name="matrix">The transform Matrix to apply.</param>
      <param name="destinationArray">The existing destination array.</param>
      <param name="destinationIndex">The index in the destination array at which to start.</param>
      <param name="length">The number of Vector3s to transform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3[],Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector3[])">
      <summary>
    Transforms a source array of Vector3s by a specified Quaternion rotation and writes the results to an existing destination array.
  </summary>
      <param name="sourceArray">The source array.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="destinationArray">An existing destination array into which the transformed Vector3s are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.Transform(Microsoft.Xna.Framework.Vector3[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector3[])">
      <summary>Transforms a source array of Vector3s by a specified Matrix and writes the results to an existing destination array.</summary>
      <param name="sourceArray">The source array.</param>
      <param name="matrix">The transform Matrix to apply.</param>
      <param name="destinationArray">An existing destination array into which the transformed Vector3s are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector3.op_UnaryNegation(Microsoft.Xna.Framework.Vector3)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <returns>Vector pointing in the opposite direction.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.Backward">
      <summary>Returns a unit Vector3 pointing backward (0, 0, 1).</summary>
      <returns>
      A unit Vector3 pointing backward.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.Down">
      <summary>Returns a unit Vector3 pointing down (0, −1, 0).</summary>
      <returns>
      A unit Vector3 pointing down.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.Forward">
      <summary>Returns a unit Vector3 pointing forward (0, 0, −1).</summary>
      <returns>
      A unit Vector3 pointing forward.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.Left">
      <summary>Returns a unit Vector3 pointing left (−1, 0, 0).</summary>
      <returns>
      A unit Vector3 pointing left.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.One">
      <summary>Returns a Vector3 with ones in all of its components.</summary>
      <returns>
        a Vector3 with ones in all of its components.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.Right">
      <summary>Returns a unit Vector3 pointing to the right (1, 0, 0).</summary>
      <returns>A unit Vector3 pointing to the right.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.UnitX">
      <summary>Returns the x unit Vector3 (1, 0, 0).</summary>
      <returns>Returns the x unit Vector3 .</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.UnitY">
      <summary>
    Returns the y unit Vector3 (0, 1, 0).
  </summary>
      <returns>
        Returns the y unit Vector3.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.UnitZ">
      <summary>
    Returns the z unit Vector3 (0, 0, 1).
  </summary>
      <returns>
        Returns the z unit Vector3.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.Up">
      <summary>Returns a unit Vector3  pointing up (0, 1, 0).</summary>
      <returns>
        A unit Vector3  pointing up.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector3.Zero">
      <summary>Returns a Vector3 with all of its components set to zero.</summary>
      <returns>
        A Vector3 with all of its components set to zero.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Vector3">
      <summary>Defines a vector with three components.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.#ctor(System.Single)">
      <summary>Creates a new instance of Vector4.</summary>
      <param name="value">Value to initialize each component to.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.#ctor(Microsoft.Xna.Framework.Vector3,System.Single)">
      <summary>Initializes a new instance of Vector4.</summary>
      <param name="value">A vector containing the values to initialize x, y, and z components with.</param>
      <param name="w">Initial value for the w-component of the vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of Vector4.</summary>
      <param name="x">Initial value for the x-component of the vector.</param>
      <param name="y">Initial value for the y-component of the vector.</param>
      <param name="z">Initial value for the z-component of the vector.</param>
      <param name="w">Initial value for the w-component of the vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.#ctor(Microsoft.Xna.Framework.Vector2,System.Single,System.Single)">
      <summary>Initializes a new instance of Vector4.</summary>
      <param name="value">A vector containing the values to initialize x and y components with.</param>
      <param name="z">Initial value for the z-component of the vector.</param>
      <param name="w">Initial value for the w-component of the vector.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector4.W">
      <summary>Gets or sets the w-component of the vector.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector4.X">
      <summary>Gets or sets the x-component of the vector.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector4.Y">
      <summary>Gets or sets the y-component of the vector.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Vector4.Z">
      <summary>Gets or sets the z-component of the vector.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Addition(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Sum of the vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Add(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Sum of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Add(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Adds two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">Sum of the source vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Barycentric(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,System.Single,Microsoft.Xna.Framework.Vector4@)">
      <summary>Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in Barycentric (areal) coordinates relative to a 4D triangle.</summary>
      <param name="value1">A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle.</param>
      <param name="value2">A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle.</param>
      <param name="value3">A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle.</param>
      <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2).</param>
      <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3).</param>
      <param name="result">The 4D Cartesian coordinates of the specified point are placed in this Vector4 on exit.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Barycentric(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single,System.Single)">
      <summary>Returns a Vector4 containing the 4D Cartesian coordinates of a point specified in barycentric (areal) coordinates relative to a 4D triangle.</summary>
      <param name="value1">A Vector4 containing the 4D Cartesian coordinates of vertex 1 of the triangle.</param>
      <param name="value2">A Vector4 containing the 4D Cartesian coordinates of vertex 2 of the triangle.</param>
      <param name="value3">A Vector4 containing the 4D Cartesian coordinates of vertex 3 of the triangle.</param>
      <param name="amount1">Barycentric coordinate b2, which expresses the weighting factor toward vertex 2 (specified in value2).</param>
      <param name="amount2">Barycentric coordinate b3, which expresses the weighting factor toward vertex 3 (specified in value3).</param>
      <returns>A new Vector4 containing the 4D Cartesian coordinates of the specified point.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.CatmullRom(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
      <summary>Performs a Catmull-Rom interpolation using the specified positions.</summary>
      <param name="value1">The first position in the interpolation.</param>
      <param name="value2">The second position in the interpolation.</param>
      <param name="value3">The third position in the interpolation.</param>
      <param name="value4">The fourth position in the interpolation.</param>
      <param name="amount">Weighting factor.</param>
      <param name="result">A vector that is the result of the Catmull-Rom interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.CatmullRom(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
      <summary>Performs a Catmull-Rom interpolation using the specified positions.</summary>
      <param name="value1">The first position in the interpolation.</param>
      <param name="value2">The second position in the interpolation.</param>
      <param name="value3">The third position in the interpolation.</param>
      <param name="value4">The fourth position in the interpolation.</param>
      <param name="amount">Weighting factor.</param>
      <returns>A vector that is the result of the Catmull-Rom interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Clamp(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Restricts a value to be within a specified range.</summary>
      <param name="value1">The value to clamp.</param>
      <param name="min">The minimum value.</param>
      <param name="max">The maximum value.</param>
      <param name="result">The clamped value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Clamp(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Restricts a value to be within a specified range.</summary>
      <param name="value1">The value to clamp.</param>
      <param name="min">The minimum value.</param>
      <param name="max">The maximum value.</param>
      <returns>The clamped value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.DistanceSquared(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Calculates the distance between two vectors squared.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The distance between the source vectors squared.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.DistanceSquared(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single@)">
      <summary>Calculates the distance between two vectors squared.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The distance between the two vectors squared.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Distance(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Calculates the distance between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Distance between the source vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Distance(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single@)">
      <summary>Calculates the distance between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The distance between the vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Divide(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Divisor vector.</param>
      <returns>The result of dividing the vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Divide(Microsoft.Xna.Framework.Vector4,System.Single)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="divider">The divisor.</param>
      <returns>The source vector divided by b.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Divide(Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="divider">The divisor.</param>
      <param name="result">The result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Divide(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">The divisor.</param>
      <param name="result">The result of the division.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Division(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Divides the components of a vector by the components of another vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Divisor vector.</param>
      <returns>The result of dividing the vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Division(Microsoft.Xna.Framework.Vector4,System.Single)">
      <summary>Divides a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="divider">The divisor.</param>
      <returns>The source vector divided by div.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Dot(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Calculates the dot product of two vectors.</summary>
      <param name="vector1">Source vector.</param>
      <param name="vector2">Source vector.</param>
      <returns>The dot product of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Dot(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single@)">
      <summary>Calculates the dot product of two vectors.</summary>
      <param name="vector1">Source vector.</param>
      <param name="vector2">Source vector.</param>
      <param name="result">The dot product of the two vectors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Equality(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Tests vectors for equality.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>true if the vectors are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Equals(Microsoft.Xna.Framework.Vector4)">
      <summary>
    Determines whether the specified System.Object is equal to the Vector4.
  </summary>
      <param name="other">The Vector4 to compare with the current Vector4.</param>
      <returns>true if the specified Vector4 is equal to the current Vector4; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.GetHashCode">
      <summary>Gets the hash code of this object.</summary>
      <returns>Hash code of the vector object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Hermite(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
      <summary>Performs a Hermite spline interpolation.</summary>
      <param name="value1">Source position vector.</param>
      <param name="tangent1">Source tangent vector.</param>
      <param name="value2">Source position vector.</param>
      <param name="tangent2">Source tangent vector.</param>
      <param name="amount">Weighting factor.</param>
      <param name="result">The result of the Hermite spline interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Hermite(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
      <summary>Performs a Hermite spline interpolation.</summary>
      <param name="value1">Source position vector.</param>
      <param name="tangent1">Source tangent vector.</param>
      <param name="value2">Source position vector.</param>
      <param name="tangent2">Source tangent vector.</param>
      <param name="amount">Weighting factor.</param>
      <returns>The result of the Hermite spline interpolation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Inequality(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Tests vectors for inequality.</summary>
      <param name="value1">Vector to compare.</param>
      <param name="value2">Vector to compare.</param>
      <returns>true if the vectors are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.LengthSquared">
      <summary>Calculates the length of the vector squared.</summary>
      <returns>The length of the vector squared.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Length">
      <summary>Calculates the length of the vector.</summary>
      <returns>The length of the vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Lerp(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
      <summary>Performs a linear interpolation between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
      <param name="result">The result of the interpolation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Lerp(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
      <summary>Performs a linear interpolation between two vectors.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="amount">Value between 0 and 1 indicating the weight of value2.</param>
      <returns>The linear interpolation of the two vectors.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Max(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Returns a vector that contains the highest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The maximized vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Max(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Returns a vector that contains the highest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The maximized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Min(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Returns a vector that contains the lowest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>The minimized vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Min(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Returns a vector that contains the lowest value from each matching pair of components.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The minimized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Multiply(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Multiply(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Multiply(Microsoft.Xna.Framework.Vector4,System.Single)">
      <summary>Multiplies a vector by a scalar.</summary>
      <param name="value1">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Multiply(Microsoft.Xna.Framework.Vector4,System.Single)">
      <summary>Multiplies a vector by a scalar.</summary>
      <param name="value1">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Multiply(System.Single,Microsoft.Xna.Framework.Vector4)">
      <summary>Multiplies a vector by a scalar.</summary>
      <param name="scaleFactor">Scalar value.</param>
      <param name="value1">Source vector.</param>
      <returns>Result of the multiplication.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Multiply(Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
      <summary>Multiplies a vector by a scalar value.</summary>
      <param name="value1">Source vector.</param>
      <param name="scaleFactor">Scalar value.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Multiply(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Multiplies the components of two vectors by each other.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The result of the multiplication.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Negate(Microsoft.Xna.Framework.Vector4)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <returns>Vector pointing in the opposite direction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Negate(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <param name="result">Vector pointing in the opposite direction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Normalize(Microsoft.Xna.Framework.Vector4)">
      <summary>Creates a unit vector from the specified vector.</summary>
      <param name="vector">The source Vector4.</param>
      <returns>The created unit vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Normalize(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Returns a normalized version of the specified vector.</summary>
      <param name="vector">Source vector.</param>
      <param name="result">The normalized vector.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Normalize">
      <summary>Turns the current vector into a unit vector.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.SmoothStep(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,System.Single,Microsoft.Xna.Framework.Vector4@)">
      <summary>Interpolates between two values using a cubic equation.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="amount">Weighting factor.</param>
      <param name="result">The interpolated value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.SmoothStep(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4,System.Single)">
      <summary>Interpolates between two values using a cubic equation.</summary>
      <param name="value1">Source value.</param>
      <param name="value2">Source value.</param>
      <param name="amount">Weighting value.</param>
      <returns>Interpolated value.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_Subtraction(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Subtract(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Vector4)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <returns>Result of the subtraction.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Subtract(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Subtracts a vector from a vector.</summary>
      <param name="value1">Source vector.</param>
      <param name="value2">Source vector.</param>
      <param name="result">The result of the subtraction.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.ToString">
      <summary>Retrieves a string representation of the current object.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Transforms a Vector3 by the given Matrix.
  </summary>
      <param name="position">The source Vector3.</param>
      <param name="matrix">The transformation Matrix.</param>
      <returns>The Vector4 resulting from the transformation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Transforms a Vector4 by the specified Matrix.
  </summary>
      <param name="vector">The source Vector4.</param>
      <param name="matrix">The transformation Matrix.</param>
      <returns>The transformed Vector4.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Transforms a Vector2 by a specified Quaternion into a Vector4.
  </summary>
      <param name="value">The Vector2 to transform.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <returns>
        Returns the Vector4 resulting from the transformation.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4@)">
      <summary>
    Transforms a Vector2 by the given Matrix.
  </summary>
      <param name="position">The source Vector2.</param>
      <param name="matrix">The transformation Matrix.</param>
      <param name="result">The Vector4 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Transforms a Vector3 by a specified Quaternion into a Vector4.
  </summary>
      <param name="value">The Vector3 to transform.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <returns>The Vector4 resulting from the transformation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4,Microsoft.Xna.Framework.Quaternion)">
      <summary>Transforms a Vector4 by a specified Quaternion.</summary>
      <param name="value">The Vector4 to transform.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <returns>The Vector4 resulting from the transformation.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4@)">
      <summary>
    Transforms a Vector3 by the given Matrix.
  </summary>
      <param name="position">The source Vector3.</param>
      <param name="matrix">The transformation Matrix.</param>
      <param name="result">The Vector4 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4[],Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4[])">
      <summary>Transforms an array of Vector4s by a specified Quaternion.</summary>
      <param name="sourceArray">The array of Vector4s to transform.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="targetArray">The existing destination array into which the transformed Vector4s are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4[],System.Int32,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4[],System.Int32,System.Int32)">
      <summary>Transforms a specified range in an array of Vector4s by a specified Quaternion into a specified range in a destination array.</summary>
      <param name="sourceArray">The array of Vector4s containing the range to transform.</param>
      <param name="sourceIndex">The index in the source array of the first Vector4 to transform.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="destinationArray">The existing destination array of Vector4s into which to write the results.</param>
      <param name="destinationIndex">The index in the destination array of the first result Vector4 to write.</param>
      <param name="length">The number of Vector4s to transform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4[],System.Int32,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4[],System.Int32,System.Int32)">
      <summary>Transforms a specified range in an array of Vector4s by a specified Matrix into a specified range in a destination array.</summary>
      <param name="sourceArray">The array of Vector4s containing the range to transform.</param>
      <param name="sourceIndex">The index in the source array of the first Vector4 to transform.</param>
      <param name="matrix">The transform Matrix to apply.</param>
      <param name="destinationArray">The existing destination array of Vector4s into which to write the results.</param>
      <param name="destinationIndex">The index in the destination array of the first result Vector4 to write.</param>
      <param name="length">The number of Vector4s to transform.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector2@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4@)">
      <summary>
    Transforms a Vector2 by a specified Quaternion into a Vector4.
  </summary>
      <param name="value">The Vector2 to transform.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="result">The Vector4 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4[],Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4[])">
      <summary>Transforms an array of Vector4s by a specified Matrix.</summary>
      <param name="sourceArray">The array of Vector4s to transform.</param>
      <param name="matrix">The transform Matrix to apply.</param>
      <param name="destinationArray">The existing destination array into which the transformed Vector4s are written.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector3@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4@)">
      <summary>
    Transforms a Vector3 by a specified Quaternion into a Vector4.
  </summary>
      <param name="value">The Vector3 to transform.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="result">The Vector4 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Transforms a Vector2 by the given Matrix.
  </summary>
      <param name="position">The source Vector2.</param>
      <param name="matrix">The transformation Matrix.</param>
      <returns>The transformed Vector4.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Matrix@,Microsoft.Xna.Framework.Vector4@)">
      <summary>
    Transforms a Vector4 by the given Matrix.
  </summary>
      <param name="vector">The source Vector4.</param>
      <param name="matrix">The transformation Matrix.</param>
      <param name="result">The Vector4 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.Transform(Microsoft.Xna.Framework.Vector4@,Microsoft.Xna.Framework.Quaternion@,Microsoft.Xna.Framework.Vector4@)">
      <summary>Transforms a Vector4 by a specified Quaternion.</summary>
      <param name="value">The Vector4 to transform.</param>
      <param name="rotation">The Quaternion rotation to apply.</param>
      <param name="result">The Vector4 resulting from the transformation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Vector4.op_UnaryNegation(Microsoft.Xna.Framework.Vector4)">
      <summary>Returns a vector pointing in the opposite direction.</summary>
      <param name="value">Source vector.</param>
      <returns>Vector pointing in the opposite direction.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector4.One">
      <summary>Returns a Vector4 with all of its components set to one.</summary>
      <returns>
        A Vector4 with all of its components set to one.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector4.UnitW">
      <summary>Returns the Vector4 (0, 0, 0, 1). </summary>
      <returns>
        The Vector4 (0, 0, 0, 1).
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector4.UnitX">
      <summary>
    Returns the Vector4 (1, 0, 0, 0).
  </summary>
      <returns>
        The Vector4 (1, 0, 0, 0).
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector4.UnitY">
      <summary>
    Returns the Vector4 (0, 1, 0, 0).
  </summary>
      <returns>
        The Vector4 (0, 1, 0, 0).
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector4.UnitZ">
      <summary>
    Returns the Vector4 (0, 0, 1, 0).
  </summary>
      <returns>
        The Vector4 (0, 0, 1, 0).
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Vector4.Zero">
      <summary>
    Returns a Vector4 with all of its components set to zero.
  </summary>
      <returns>
        A Vector4 with all of its components set to zero.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Vector4">
      <summary>Defines a vector with four components.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.ContainmentType">
      <summary>Indicates the extent to which bounding volumes intersect or contain one another.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.ContainmentType.Contains">
      <summary>Indicates that one bounding volume completely contains the other.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.ContainmentType.Disjoint">
      <summary>Indicates there is no overlap between the bounding volumes.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.ContainmentType.Intersects">
      <summary>Indicates that the bounding volumes partially overlap.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.CurveContinuity">
      <summary>Defines the continuity of CurveKeys on a Curve.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveContinuity.Smooth">
      <summary>Interpolation can be used between this CurveKey and the next.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveContinuity.Step">
      <summary>Interpolation cannot be used between this CurveKey and the next. Specifying a position between the two points returns this point.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.CurveLoopType">
      <summary>Defines how the value of a Curve will be determined for positions before the first point on the Curve or after the last point on the Curve.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveLoopType.Constant">
      <summary>The Curve will evaluate to its first key for positions before the first point in the Curve and to the last key for positions after the last point.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveLoopType.Cycle">
      <summary>Positions specified past the ends of the curve will wrap around to the opposite side of the Curve.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveLoopType.CycleOffset">
      <summary>Positions specified past the ends of the curve will wrap around to the opposite side of the Curve.
      The value will be offset by the difference between the values of the first and last CurveKey multiplied by the number of times the position wraps around.
      If the position is before the first point in the Curve, the difference will be subtracted from its value; otherwise, the difference will be added.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveLoopType.Linear">
      <summary>Linear interpolation will be performed to determine the value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveLoopType.Oscillate">
      <summary>Positions specified past the ends of the Curve act as an offset from the same side of the Curve toward the opposite side.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.CurveTangent">
      <summary>Specifies different tangent types to be calculated for CurveKey points in a Curve.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveTangent.Flat">
      <summary>A Flat tangent always has a value equal to zero.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveTangent.Linear">
      <summary>A Linear tangent at a CurveKey is equal to the difference 
          between its CurveKey.Value and the Value of the preceding or succeeding CurveKey.For example, in Curve MyCurve, where i is greater than zero and 
          (i + 1) is less than the total number of CurveKeys in 
          MyCurve, the linear CurveKey.TangentIn of MyCurve.Keys[i] is equal to:  ( MyCurve.Keys[i].Value - MyCurve.Keys[i - 1].Value )Similarly, the linear CurveKey.TangentOut is equal to:  ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i].Value.)</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.CurveTangent.Smooth">
      <summary>A Smooth tangent smooths the inflection between a CurveKey.TangentIn and CurveKey.TangentOut by taking into account the values of both neighbors of the CurveKey.The smooth CurveKey.TangentIn of MyCurve.Keys[i] is equal to:  ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) * 
    ( ( MyCurve.Keys[i].Position - MyCurve.Keys[i - 1].Position ) /
      ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i-1].Position ) ) )Similarly, the smooth CurveKey.TangentOut is equal to:  ( ( MyCurve.Keys[i + 1].Value - MyCurve.Keys[i - 1].Value ) *
    ( ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i].Position ) /
      ( MyCurve.Keys[i + 1].Position - MyCurve.Keys[i - 1].Position ) ) )</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.PlaneIntersectionType">
      <summary>Describes the intersection between a plane and a bounding volume.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.PlaneIntersectionType.Back">
      <summary>There is no intersection, and the bounding volume is in the negative half-space of the Plane.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.PlaneIntersectionType.Front">
      <summary>There is no intersection, and the bounding volume is in the positive half-space of the Plane.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.PlaneIntersectionType.Intersecting">
      <summary>The Plane is intersected.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.PlayerIndex">
      <summary>Specifies the index of a player.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.PlayerIndex.One">
      <summary>The first player.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.PlayerIndex.Two">
      <summary>The second player.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.PlayerIndex.Three">
      <summary>The third player.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.PlayerIndex.Four">
      <summary>The fourth player.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.TargetPlatform">
      <summary>[Windows Only] Defines the target platform to be used when compiling content.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.TargetPlatform.Unknown">
      <summary>Represents an unknown platform.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.TargetPlatform.Windows">
      <summary>The Windows platform.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.TargetPlatform.Xbox360">
      <summary>The Xbox 360 game console.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicDirectionalLight.DiffuseColor">
      <summary>Gets or sets the diffuse color of this light.</summary>
      <returns>The diffuse color of this light.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicDirectionalLight.Direction">
      <summary>Gets or sets light direciton.</summary>
      <returns>Gets or sets the light direciton. This value must be a unit vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicDirectionalLight.Enabled">
      <summary>Enables this light.</summary>
      <returns>true to enable this light; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicDirectionalLight.SpecularColor">
      <summary>Gets or sets the specular color of the light.</summary>
      <returns>The specular color of the light.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.BasicDirectionalLight">
      <summary>Provides methods for manipulating the directional lights used by the BasicEffect
 class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Graphics.EffectPool)">
      <summary>
    Initializes a new instance of the BasicEffect class.
  </summary>
      <param name="device">The graphics device that will create the effect.</param>
      <param name="effectPool">Specifies a pool of resources to share between effects.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Graphics.BasicEffect)">
      <summary>
    Initializes a new instance of the BasicEffect class.
  </summary>
      <param name="device">The graphics device that will create the effect.</param>
      <param name="clone">The effect to clone.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.Clone(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
      <summary>Creates a clone of an effect. </summary>
      <param name="device">The cloned effect.</param>
      <returns>The device associated with the effect.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.BasicEffect.EnableDefaultLighting">
      <summary>Enables default lighting for this effect.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.Alpha">
      <summary>Gets or sets the alpha this effect material.</summary>
      <returns>The alpha of this effect material.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.AmbientLightColor">
      <summary>Gets or sets the ambient light color of this effect.</summary>
      <returns>The ambient light color of this effect. Valid values are between 0 and 1.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.DiffuseColor">
      <summary>Gets or sets the diffuse color of this effect material. Value takes 0 to 1.</summary>
      <returns>The diffuse color of this effect material. Valid values are between  0 and 1.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.DirectionalLight0">
      <summary>Gets the first directional light for this effect.</summary>
      <returns>A directional light for this effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.DirectionalLight1">
      <summary>Gets the second directional light for this effect.</summary>
      <returns>A directional light for this effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.DirectionalLight2">
      <summary>Gets the third directional light for this effect.</summary>
      <returns>A directional light for this effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.EmissiveColor">
      <summary>Gets or sets the emissive color of the effect material.</summary>
      <returns>The emissive color of the effect material. Valid values are between 0 and 1.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.FogColor">
      <summary>Gets or sets the fog color for this effect.</summary>
      <returns>The fog color for this effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.FogEnabled">
      <summary>Enables fog for this effect.</summary>
      <returns>true to enable fog; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.FogEnd">
      <summary>Gets or sets the ending distance of fog.</summary>
      <returns>Fog end distance specified as a positive value.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.FogStart">
      <summary>Gets or sets the fog start distance.</summary>
      <returns>Fog start distance specified as a positive value.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.LightingEnabled">
      <summary>Enables lighting for this effect.</summary>
      <returns>true to enable lighting; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting">
      <summary>Gets or sets a value indicating that per-pixel lighting should be used if it is available for the  current adapter. Per-pixel lighting is available if a graphics adapter supports Pixel Shader Model 2.0.</summary>
      <returns>true to use per-pixel lighting if it is available; false to disable per-pixel lighting.  The default value is true.  When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is true, if the graphics adapter does not support a minimum of Pixel Shader Model 2.0, BasicEffect will automatically fall-back to per-vertex lighting.  When Microsoft.Xna.Framework.Graphics.BasicEffect.PreferPerPixelLighting is false, per-vertex lighting is used regardless of whether per-pixel lighting is supported by the graphics adapter.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.Projection">
      <summary>Gets or sets the projection matrix.</summary>
      <returns>The projection matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.SpecularColor">
      <summary>Gets or sets the specular color of this effect material.</summary>
      <returns>The specular color of this effect material. Valid values are between 0 and 1.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.SpecularPower">
      <summary>Gets or sets the specular power of this effect material.</summary>
      <returns>The specular power of this effect material.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.TextureEnabled">
      <summary>Enables textures for this effect.</summary>
      <returns>true to enable textures; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.Texture">
      <summary>Gets or sets a texture to be applied by this effect.</summary>
      <returns>Texture to be applied by this effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.VertexColorEnabled">
      <summary>Enables use vertex colors for this effect.</summary>
      <returns>true to enable vertex colors; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.View">
      <summary>Gets or sets the view matrix.</summary>
      <returns>The view matrix.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.BasicEffect.World">
      <summary>Gets or sets the world matrix.</summary>
      <returns>The world matrix.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.BasicEffect">
      <summary>Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting.   </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ClipPlane.ToString">
      <summary>Gets a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ClipPlane.IsEnabled">
      <summary>Indicates whether the clipping plane is enabled.</summary>
      <returns>true if the clipping plane is enabled; false if disabled.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ClipPlane.Plane">
      <summary>Gets or sets the coefficients of a user-defined clipping plane for the device.</summary>
      <returns>User-defined clipping plane.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ClipPlane">
      <summary>Represents the device clipping plane.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ClipPlaneCollection.DisableAll">
      <summary>Disables all clipping planes on the device.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ClipPlaneCollection.EnableAll">
      <summary>Enables all clipping planes that have been set.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ClipPlaneCollection.Item(System.Int32)">
      <summary>Gets a specific ClipPlane object using an index value.</summary>
      <param name="index">The index of the ClipPlane object to return.</param>
      <returns>The ClipPlane object at index index.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ClipPlaneCollection">
      <summary>Manipulates a collection of ClipPlane objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of Color.</summary>
      <param name="vector">A Framework.Vector4 containing the Red, Green, Blue, and Alpha values defining a color.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.#ctor(System.Byte,System.Byte,System.Byte,System.Byte)">
      <summary>Initializes a new instance of Color.</summary>
      <param name="r">The red component of a color.</param>
      <param name="g">The green component of a color.</param>
      <param name="b">The blue component of a color.</param>
      <param name="a">The alpha component of a color.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.#ctor(System.Byte,System.Byte,System.Byte)">
      <summary>Initializes a new instance of Color.</summary>
      <param name="r">The red component of a color.</param>
      <param name="g">The green component of a color.</param>
      <param name="b">The blue component of a color.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.#ctor(Microsoft.Xna.Framework.Vector3)">
      <summary>Initializes a new instance of Color.</summary>
      <param name="vector">A Framework.Vector3 containing the Red, Green, and Blue values defining a color.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.op_Equality(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.Equals(Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The Color to compare with the current Color.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current Color.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.op_Inequality(Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Returns the packed value of the current color as a Framework.Vector4.</summary>
      <param name="vector">The packed value of the current color.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.ToString">
      <summary>Gets a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.ToVector3">
      <summary>
    Returns the current color as a Framework.Vector3.
  </summary>
      <returns>The current color represented as a Framework.Vector3.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Color.ToVector4">
      <summary>Returns the current color as a Framework.Vector4.</summary>
      <returns>The current color.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.AliceBlue">
      <summary>Gets a system-defined color with the value R:240 G:248 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:240 G:248 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.AntiqueWhite">
      <summary>Gets a system-defined color with the value R:250 G:235 B:215 A:255.</summary>
      <returns>A system-defined color with the value R:250 G:235 B:215 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Aquamarine">
      <summary>Gets a system-defined color with the value R:127 G:255 B:212 A:255.</summary>
      <returns>A system-defined color with the value R:127 G:255 B:212 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Aqua">
      <summary>Gets a system-defined color with the value R:0 G:255 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:255 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Azure">
      <summary>Gets a system-defined color with the value R:240 G:255 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:240 G:255 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.A">
      <summary>Gets the alpha component value. </summary>
      <returns>The alpha component value of this Color.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Beige">
      <summary>Gets a system-defined color with the value R:245 G:245 B:220 A:255.</summary>
      <returns>A system-defined color with the value R:245 G:245 B:220 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Bisque">
      <summary>Gets a system-defined color with the value R:255 G:228 B:196 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:228 B:196 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Black">
      <summary>Gets a system-defined color with the value R:0 G:0 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:0 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.BlanchedAlmond">
      <summary>Gets a system-defined color with the value R:255 G:235 B:205 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:235 B:205 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.BlueViolet">
      <summary>Gets a system-defined color with the value R:138 G:43 B:226 A:255.</summary>
      <returns>A system-defined color with the value R:138 G:43 B:226 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Blue">
      <summary>Gets a system-defined color with the value R:0 G:0 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:0 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Brown">
      <summary>Gets a system-defined color with the value R:165 G:42 B:42 A:255.</summary>
      <returns>A system-defined color with the value R:165 G:42 B:42 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.BurlyWood">
      <summary>Gets a system-defined color with the value R:222 G:184 B:135 A:255.</summary>
      <returns>A system-defined color with the value R:222 G:184 B:135 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.B">
      <summary>Gets the blue component value of this Color. </summary>
      <returns>The blue component value of this Color.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.CadetBlue">
      <summary>Gets a system-defined color with the value R:95 G:158 B:160 A:255.</summary>
      <returns>A system-defined color with the value R:95 G:158 B:160 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Chartreuse">
      <summary>Gets a system-defined color with the value R:127 G:255 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:127 G:255 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Chocolate">
      <summary>Gets a system-defined color with the value R:210 G:105 B:30 A:255.</summary>
      <returns>A system-defined color with the value R:210 G:105 B:30 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Coral">
      <summary>Gets a system-defined color with the value R:255 G:127 B:80 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:127 B:80 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.CornflowerBlue">
      <summary>Gets a system-defined color with the value R:100 G:149 B:237 A:255.</summary>
      <returns>A system-defined color with the value R:100 G:149 B:237 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Cornsilk">
      <summary>Gets a system-defined color with the value R:255 G:248 B:220 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:248 B:220 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Crimson">
      <summary>Gets a system-defined color with the value R:220 G:20 B:60 A:255.</summary>
      <returns>A system-defined color with the value R:220 G:20 B:60 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Cyan">
      <summary>Gets a system-defined color with the value R:0 G:255 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:255 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkBlue">
      <summary>Gets a system-defined color with the value R:0 G:0 B:139 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:0 B:139 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkCyan">
      <summary>Gets a system-defined color with the value R:0 G:139 B:139 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:139 B:139 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkGoldenrod">
      <summary>Gets a system-defined color with the value R:184 G:134 B:11 A:255.</summary>
      <returns>A system-defined color with the value R:184 G:134 B:11 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkGray">
      <summary>Gets a system-defined color with the value R:169 G:169 B:169 A:255.</summary>
      <returns>A system-defined color with the value R:169 G:169 B:169 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkGreen">
      <summary>Gets a system-defined color with the value R:0 G:100 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:100 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkKhaki">
      <summary>Gets a system-defined color with the value R:189 G:183 B:107 A:255.</summary>
      <returns>A system-defined color with the value R:189 G:183 B:107 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkMagenta">
      <summary>Gets a system-defined color with the value R:139 G:0 B:139 A:255.</summary>
      <returns>A system-defined color with the value R:139 G:0 B:139 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkOliveGreen">
      <summary>Gets a system-defined color with the value R:85 G:107 B:47 A:255.</summary>
      <returns>A system-defined color with the value R:85 G:107 B:47 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkOrange">
      <summary>Gets a system-defined color with the value R:255 G:140 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:140 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkOrchid">
      <summary>Gets a system-defined color with the value R:153 G:50 B:204 A:255.</summary>
      <returns>A system-defined color with the value R:153 G:50 B:204 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkRed">
      <summary>Gets a system-defined color with the value R:139 G:0 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:139 G:0 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkSalmon">
      <summary>Gets a system-defined color with the value R:233 G:150 B:122 A:255.</summary>
      <returns>A system-defined color with the value R:233 G:150 B:122 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkSeaGreen">
      <summary>Gets a system-defined color with the value R:143 G:188 B:139 A:255.</summary>
      <returns>A system-defined color with the value R:143 G:188 B:139 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkSlateBlue">
      <summary>Gets a system-defined color with the value R:72 G:61 B:139 A:255.</summary>
      <returns>A system-defined color with the value R:72 G:61 B:139 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkSlateGray">
      <summary>Gets a system-defined color with the value R:47 G:79 B:79 A:255.</summary>
      <returns>A system-defined color with the value R:47 G:79 B:79 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkTurquoise">
      <summary>Gets a system-defined color with the value R:0 G:206 B:209 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:206 B:209 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DarkViolet">
      <summary>Gets a system-defined color with the value R:148 G:0 B:211 A:255.</summary>
      <returns>A system-defined color with the value R:148 G:0 B:211 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DeepPink">
      <summary>Gets a system-defined color with the value R:255 G:20 B:147 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:20 B:147 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DeepSkyBlue">
      <summary>Gets a system-defined color with the value R:0 G:191 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:191 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DimGray">
      <summary>Gets a system-defined color with the value R:105 G:105 B:105 A:255.</summary>
      <returns>A system-defined color with the value R:105 G:105 B:105 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.DodgerBlue">
      <summary>Gets a system-defined color with the value R:30 G:144 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:30 G:144 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Firebrick">
      <summary>Gets a system-defined color with the value R:178 G:34 B:34 A:255.</summary>
      <returns>A system-defined color with the value R:178 G:34 B:34 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.FloralWhite">
      <summary>Gets a system-defined color with the value R:255 G:250 B:240 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:250 B:240 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.ForestGreen">
      <summary>Gets a system-defined color with the value R:34 G:139 B:34 A:255.</summary>
      <returns>A system-defined color with the value R:34 G:139 B:34 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Fuchsia">
      <summary>Gets a system-defined color with the value R:255 G:0 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:0 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Gainsboro">
      <summary>Gets a system-defined color with the value R:220 G:220 B:220 A:255.</summary>
      <returns>A system-defined color with the value R:220 G:220 B:220 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.GhostWhite">
      <summary>Gets a system-defined color with the value R:248 G:248 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:248 G:248 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Goldenrod">
      <summary>Gets a system-defined color with the value R:218 G:165 B:32 A:255.</summary>
      <returns>A system-defined color with the value R:218 G:165 B:32 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Gold">
      <summary>Gets a system-defined color with the value R:255 G:215 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:215 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Gray">
      <summary>Gets a system-defined color with the value R:128 G:128 B:128 A:255.</summary>
      <returns>A system-defined color with the value R:128 G:128 B:128 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.GreenYellow">
      <summary>Gets a system-defined color with the value R:173 G:255 B:47 A:255.</summary>
      <returns>A system-defined color with the value R:173 G:255 B:47 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Green">
      <summary>Gets a system-defined color with the value R:0 G:128 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:128 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.G">
      <summary>Gets the green component value of this Color. </summary>
      <returns>The green component value of this Color.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Honeydew">
      <summary>Gets a system-defined color with the value R:240 G:255 B:240 A:255.</summary>
      <returns>A system-defined color with the value R:240 G:255 B:240 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.HotPink">
      <summary>Gets a system-defined color with the value R:255 G:105 B:180 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:105 B:180 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.IndianRed">
      <summary>Gets a system-defined color with the value R:205 G:92 B:92 A:255.</summary>
      <returns>A system-defined color with the value R:205 G:92 B:92 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Indigo">
      <summary>Gets a system-defined color with the value R:75 G:0 B:130 A:255.</summary>
      <returns>A system-defined color with the value R:75 G:0 B:130 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Ivory">
      <summary>Gets a system-defined color with the value R:255 G:255 B:240 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:255 B:240 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Khaki">
      <summary>Gets a system-defined color with the value R:240 G:230 B:140 A:255.</summary>
      <returns>A system-defined color with the value R:240 G:230 B:140 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LavenderBlush">
      <summary>Gets a system-defined color with the value R:255 G:240 B:245 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:240 B:245 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Lavender">
      <summary>Gets a system-defined color with the value R:230 G:230 B:250 A:255.</summary>
      <returns>A system-defined color with the value R:230 G:230 B:250 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LawnGreen">
      <summary>Gets a system-defined color with the value R:124 G:252 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:124 G:252 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LemonChiffon">
      <summary>Gets a system-defined color with the value R:255 G:250 B:205 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:250 B:205 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightBlue">
      <summary>Gets a system-defined color with the value R:173 G:216 B:230 A:255.</summary>
      <returns>A system-defined color with the value R:173 G:216 B:230 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightCoral">
      <summary>Gets a system-defined color with the value R:240 G:128 B:128 A:255.</summary>
      <returns>A system-defined color with the value R:240 G:128 B:128 A:255.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightCyan">
      <summary>Gets a system-defined color with the value R:224 G:255 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:224 G:255 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightGoldenrodYellow">
      <summary>Gets a system-defined color with the value R:250 G:250 B:210 A:255.</summary>
      <returns>A system-defined color with the value R:250 G:250 B:210 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightGray">
      <summary>Gets a system-defined color with the value R:211 G:211 B:211 A:255.</summary>
      <returns>A system-defined color with the value R:211 G:211 B:211 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightGreen">
      <summary>Gets a system-defined color with the value R:144 G:238 B:144 A:255.</summary>
      <returns>A system-defined color with the value R:144 G:238 B:144 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightPink">
      <summary>Gets a system-defined color with the value R:255 G:182 B:193 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:182 B:193 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightSalmon">
      <summary>Gets a system-defined color with the value R:255 G:160 B:122 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:160 B:122 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightSeaGreen">
      <summary>Gets a system-defined color with the value R:32 G:178 B:170 A:255.</summary>
      <returns>A system-defined color with the value R:32 G:178 B:170 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightSkyBlue">
      <summary>Gets a system-defined color with the value R:135 G:206 B:250 A:255.</summary>
      <returns>A system-defined color with the value R:135 G:206 B:250 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightSlateGray">
      <summary>Gets a system-defined color with the value R:119 G:136 B:153 A:255.</summary>
      <returns>A system-defined color with the value R:119 G:136 B:153 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightSteelBlue">
      <summary>Gets a system-defined color with the value R:176 G:196 B:222 A:255.</summary>
      <returns>A system-defined color with the value R:176 G:196 B:222 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LightYellow">
      <summary>Gets a system-defined color with the value R:255 G:255 B:224 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:255 B:224 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.LimeGreen">
      <summary>Gets a system-defined color with the value R:50 G:205 B:50 A:255.</summary>
      <returns>A system-defined color with the value R:50 G:205 B:50 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Lime">
      <summary>Gets a system-defined color with the value R:0 G:255 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:255 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Linen">
      <summary>Gets a system-defined color with the value R:250 G:240 B:230 A:255.</summary>
      <returns>A system-defined color with the value R:250 G:240 B:230 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Magenta">
      <summary>Gets a system-defined color with the value R:255 G:0 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:0 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Maroon">
      <summary>Gets a system-defined color with the value R:128 G:0 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:128 G:0 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumAquamarine">
      <summary>Gets a system-defined color with the value R:102 G:205 B:170 A:255.</summary>
      <returns>A system-defined color with the value R:102 G:205 B:170 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumBlue">
      <summary>Gets a system-defined color with the value R:0 G:0 B:205 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:0 B:205 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumOrchid">
      <summary>Gets a system-defined color with the value R:186 G:85 B:211 A:255.</summary>
      <returns>A system-defined color with the value R:186 G:85 B:211 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumPurple">
      <summary>Gets a system-defined color with the value R:147 G:112 B:219 A:255.</summary>
      <returns>A system-defined color with the value R:147 G:112 B:219 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumSeaGreen">
      <summary>Gets a system-defined color with the value R:60 G:179 B:113 A:255.</summary>
      <returns>A system-defined color with the value R:60 G:179 B:113 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumSlateBlue">
      <summary>Gets a system-defined color with the value R:123 G:104 B:238 A:255.</summary>
      <returns>A system-defined color with the value R:123 G:104 B:238 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumSpringGreen">
      <summary>Gets a system-defined color with the value R:0 G:250 B:154 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:250 B:154 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumTurquoise">
      <summary>Gets a system-defined color with the value R:72 G:209 B:204 A:255.</summary>
      <returns>A system-defined color with the value R:72 G:209 B:204 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MediumVioletRed">
      <summary>Gets a system-defined color with the value R:199 G:21 B:133 A:255.</summary>
      <returns>A system-defined color with the value R:199 G:21 B:133 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MidnightBlue">
      <summary>Gets a system-defined color with the value R:25 G:25 B:112 A:255.</summary>
      <returns>A system-defined color with the value R:25 G:25 B:112 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MintCream">
      <summary>Gets a system-defined color with the value R:245 G:255 B:250 A:255.</summary>
      <returns>A system-defined color with the value R:245 G:255 B:250 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.MistyRose">
      <summary>Gets a system-defined color with the value R:255 G:228 B:225 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:228 B:225 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Moccasin">
      <summary>Gets a system-defined color with the value R:255 G:228 B:181 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:228 B:181 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.NavajoWhite">
      <summary>Gets a system-defined color with the value R:255 G:222 B:173 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:222 B:173 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Navy">
      <summary>Gets a system-defined color R:0 G:0 B:128 A:255.</summary>
      <returns>A system-defined color R:0 G:0 B:128 A:255.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.OldLace">
      <summary>Gets a system-defined color with the value R:253 G:245 B:230 A:255.</summary>
      <returns>A system-defined color with the value R:253 G:245 B:230 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.OliveDrab">
      <summary>Gets a system-defined color with the value R:107 G:142 B:35 A:255.</summary>
      <returns>A system-defined color with the value R:107 G:142 B:35 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Olive">
      <summary>Gets a system-defined color with the value R:128 G:128 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:128 G:128 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.OrangeRed">
      <summary>Gets a system-defined color with the value R:255 G:69 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:69 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Orange">
      <summary>Gets a system-defined color with the value R:255 G:165 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:165 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Orchid">
      <summary>Gets a system-defined color with the value R:218 G:112 B:214 A:255.</summary>
      <returns>A system-defined color with the value R:218 G:112 B:214 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.PackedValue">
      <summary>Gets the current color as a packed value.</summary>
      <returns>The current color.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.PaleGoldenrod">
      <summary>Gets a system-defined color with the value R:238 G:232 B:170 A:255.</summary>
      <returns>A system-defined color with the value R:238 G:232 B:170 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.PaleGreen">
      <summary>Gets a system-defined color with the value R:152 G:251 B:152 A:255.</summary>
      <returns>A system-defined color with the value R:152 G:251 B:152 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.PaleTurquoise">
      <summary>Gets a system-defined color with the value R:175 G:238 B:238 A:255.</summary>
      <returns>A system-defined color with the value R:175 G:238 B:238 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.PaleVioletRed">
      <summary>Gets a system-defined color with the value R:219 G:112 B:147 A:255.</summary>
      <returns>A system-defined color with the value R:219 G:112 B:147 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.PapayaWhip">
      <summary>Gets a system-defined color with the value R:255 G:239 B:213 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:239 B:213 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.PeachPuff">
      <summary>Gets a system-defined color with the value R:255 G:218 B:185 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:218 B:185 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Peru">
      <summary>Gets a system-defined color with the value R:205 G:133 B:63 A:255.</summary>
      <returns>A system-defined color with the value R:205 G:133 B:63 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Pink">
      <summary>Gets a system-defined color with the value R:255 G:192 B:203 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:192 B:203 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Plum">
      <summary>Gets a system-defined color with the value R:221 G:160 B:221 A:255.</summary>
      <returns>A system-defined color with the value R:221 G:160 B:221 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.PowderBlue">
      <summary>Gets a system-defined color with the value R:176 G:224 B:230 A:255.</summary>
      <returns>A system-defined color with the value R:176 G:224 B:230 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Purple">
      <summary>Gets a system-defined color with the value R:128 G:0 B:128 A:255.</summary>
      <returns>A system-defined color with the value R:128 G:0 B:128 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Red">
      <summary>Gets a system-defined color with the value R:255 G:0 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:0 B:0 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.RosyBrown">
      <summary>Gets a system-defined color with the value R:188 G:143 B:143 A:255.</summary>
      <returns>A system-defined color with the value R:188 G:143 B:143 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.RoyalBlue">
      <summary>Gets a system-defined color with the value R:65 G:105 B:225 A:255.</summary>
      <returns>A system-defined color with the value R:65 G:105 B:225 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.R">
      <summary>Gets the red component value of this Color. </summary>
      <returns>The red component value of this Color.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SaddleBrown">
      <summary>Gets a system-defined color with the value R:139 G:69 B:19 A:255.</summary>
      <returns>A system-defined color with the value R:139 G:69 B:19 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Salmon">
      <summary>Gets a system-defined color with the value R:250 G:128 B:114 A:255.</summary>
      <returns>A system-defined color with the value R:250 G:128 B:114 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SandyBrown">
      <summary>Gets a system-defined color with the value R:244 G:164 B:96 A:255.</summary>
      <returns>A system-defined color with the value R:244 G:164 B:96 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SeaGreen">
      <summary>Gets a system-defined color with the value R:46 G:139 B:87 A:255.</summary>
      <returns>A system-defined color with the value R:46 G:139 B:87 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SeaShell">
      <summary>Gets a system-defined color with the value R:255 G:245 B:238 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:245 B:238 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Sienna">
      <summary>Gets a system-defined color with the value R:160 G:82 B:45 A:255.</summary>
      <returns>A system-defined color with the value R:160 G:82 B:45 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Silver">
      <summary>Gets a system-defined color with the value R:192 G:192 B:192 A:255.</summary>
      <returns>A system-defined color with the value R:192 G:192 B:192 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SkyBlue">
      <summary>Gets a system-defined color with the value R:135 G:206 B:235 A:255.</summary>
      <returns>A system-defined color with the value R:135 G:206 B:235 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SlateBlue">
      <summary>Gets a system-defined color with the value R:106 G:90 B:205 A:255.</summary>
      <returns>A system-defined color with the value R:106 G:90 B:205 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SlateGray">
      <summary>Gets a system-defined color with the value R:112 G:128 B:144 A:255.</summary>
      <returns>A system-defined color with the value R:112 G:128 B:144 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Snow">
      <summary>Gets a system-defined color with the value R:255 G:250 B:250 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:250 B:250 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SpringGreen">
      <summary>Gets a system-defined color with the value R:0 G:255 B:127 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:255 B:127 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.SteelBlue">
      <summary>Gets a system-defined color with the value R:70 G:130 B:180 A:255.</summary>
      <returns>A system-defined color with the value R:70 G:130 B:180 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Tan">
      <summary>Gets a system-defined color with the value R:210 G:180 B:140 A:255.</summary>
      <returns>A system-defined color with the value R:210 G:180 B:140 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Teal">
      <summary>Gets a system-defined color with the value R:0 G:128 B:128 A:255.</summary>
      <returns>A system-defined color with the value R:0 G:128 B:128 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Thistle">
      <summary>Gets a system-defined color with the value R:216 G:191 B:216 A:255.</summary>
      <returns>A system-defined color with the value R:216 G:191 B:216 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Tomato">
      <summary>Gets a system-defined color with the value R:255 G:99 B:71 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:99 B:71 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.TransparentBlack">
      <summary>Gets a system-defined color with the value R:0 G:0 B:0 A:0.</summary>
      <returns>A system-defined color with the value R:0 G:0 B:0 A:0. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.TransparentWhite">
      <summary>Gets a system-defined color with the value R:255 G:255 B:255 A:0.</summary>
      <returns>A system-defined color with the value R:255 G:255 B:255 A:0. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Turquoise">
      <summary>Gets a system-defined color with the value R:64 G:224 B:208 A:255.</summary>
      <returns>A system-defined color with the value R:64 G:224 B:208 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Violet">
      <summary>Gets a system-defined color with the value R:238 G:130 B:238 A:255.</summary>
      <returns>A system-defined color with the value R:238 G:130 B:238 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Wheat">
      <summary>Gets a system-defined color with the value R:245 G:222 B:179 A:255.</summary>
      <returns>A system-defined color with the value R:245 G:222 B:179 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.WhiteSmoke">
      <summary>Gets a system-defined color with the value R:245 G:245 B:245 A:255.</summary>
      <returns>A system-defined color with the value R:245 G:245 B:245 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.White">
      <summary>Gets a system-defined color with the value R:255 G:255 B:255 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:255 B:255 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.YellowGreen">
      <summary>Gets a system-defined color with the value R:154 G:205 B:50 A:255.</summary>
      <returns>A system-defined color with the value R:154 G:205 B:50 A:255. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Color.Yellow">
      <summary>Gets a system-defined color with the value R:255 G:255 B:0 A:255.</summary>
      <returns>A system-defined color with the value R:255 G:255 B:0 A:255. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.Color">
      <summary>Represents a color using Red, Green, Blue, and Alpha values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilationFailedException.#ctor(System.String,System.Exception)">
      <summary>[Windows Only] 
    Initializes a new instance of the CompilationFailedException class with a specified error message and a reference to the inner exception that is the cause of this exception.
    .
  </summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilationFailedException.#ctor(System.String)">
      <summary>[Windows Only] Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilationFailedException.#ctor">
      <summary>[Windows Only] Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CompilationFailedException">
      <summary>[Windows Only] The exception that is thrown if the compilation of an effect fails.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledEffect.#ctor(System.Byte[],System.String)">
      <summary>[Windows Only] Creates a new instance of the CompiledEffect class.</summary>
      <param name="compiledEffectCode">The compiled effect code.</param>
      <param name="errors">A string to receive compilation errors, if any.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledEffect.GetEffectCode">
      <summary>[Windows Only] Gets the compiled byte code for this shader.</summary>
      <returns>The compiled bytecode.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledEffect.ToString">
      <summary>[Windows Only] Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.CompiledEffect.ErrorsAndWarnings">
      <summary>[Windows Only] Gets any errors and warnings generated by compiling the effect.</summary>
      <returns>A string containing errors and warnings from compiling the effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.CompiledEffect.Success">
      <summary>[Windows Only] Indicates whether the effect was compiled successfully.</summary>
      <returns>true if the effect was compiled successfully; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CompiledEffect">
      <summary>[Windows Only] Represents a compiled Effect.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledShader.#ctor(System.Byte[],System.String)">
      <summary>[Windows Only] 
    Initializes a new instance of the CompiledShader class.
  </summary>
      <param name="compiledShaderCode">The compiled shader to encapsulate.</param>
      <param name="errors">String containing at least the first compile error message that occurred. This includes effect compiler errors and high-level language compile errors.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledShader.GetInputSemantics">
      <summary>[Windows Only] Gets the semantics for the shader inputs. Use this method to determine the input vertex format.</summary>
      <returns>An array of shader semantics.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledShader.GetOutputSemantics">
      <summary>[Windows Only] Gets the semantics for all shader output elements.</summary>
      <returns>An array of shader semantics.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledShader.GetSamplers">
      <summary>[Windows Only] Gets the sampler names referenced in a shader.</summary>
      <returns>An array of sampler names.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledShader.GetShaderCode">
      <summary>[Windows Only] Gets the compiled shader code.</summary>
      <returns>The compiled shader code.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompiledShader.ToString">
      <summary>[Windows Only] 
    Returns a System.String that represents the current CompiledShader.
  </summary>
      <returns>
        A System.String that represents the current CompiledShader.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.CompiledShader.ErrorsAndWarnings">
      <summary>[Windows Only] Gets the first compile error message that occurred.</summary>
      <returns>The first compile error message that occurred. This includes effect compiler errors and high-level language compile errors.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.CompiledShader.ShaderSize">
      <summary>[Windows Only] Gets the size of the shader byte code, in bytes.</summary>
      <returns>The size of the shader byte code, in bytes.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.CompiledShader.ShaderVersion">
      <summary>[Windows Only] Gets the shader version of the compiled shader.</summary>
      <returns>The shader version of the compiled shader.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.CompiledShader.Success">
      <summary>[Windows Only] Returns a value indicating whether the shader compilation was successful.</summary>
      <returns>true if the shader compilation succeeds; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CompiledShader">
      <summary>[Windows Only] Represents a compiled shader.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler.#ctor">
      <summary>[Windows Only] Initializes a new instance of this class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler.Dispose(System.Boolean)">
      <summary>[Windows Only] 
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">This parameter marshals as an unsigned byte.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler.Dispose">
      <summary>[Windows Only] Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler.Finalize">
      <summary>[Windows Only] 
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler.Open(Microsoft.Xna.Framework.Graphics.CompilerIncludeHandlerType,System.String)">
      <summary>[Windows Only] Returns a System.IO.Stream containing include data from a specified file.</summary>
      <param name="includeType">A CompilerIncludeHandlerType indicating whether the file is a local or system resource.</param>
      <param name="filename">The file name of the file to open.</param>
      <returns>A System.IO.Stream of compiler include data.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler">
      <summary>[Windows Only] The abstract base class for custom compiler include file handlers.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.CompilerMacro.ToString">
      <summary>[Windows Only] Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.CompilerMacro.Definition">
      <summary>[Windows Only] Gets or sets the macro definition.</summary>
      <returns>The definition of the macro.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.CompilerMacro.Name">
      <summary>[Windows Only] Gets or sets the macro name.</summary>
      <returns>The name of the macro.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CompilerMacro">
      <summary>[Windows Only] Represents a compiler macro.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.DepthFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32)">
      <summary>
    Initializes a new instance of the DepthStencilBuffer class, specifying the multisample type and quality.</summary>
      <param name="graphicsDevice">The graphics device that will display the depth stencil buffer.</param>
      <param name="width">Width, in pixels, of the depth stencil buffer.</param>
      <param name="height">Height, in pixels, of the depth stencil buffer.</param>
      <param name="format">The format of the data to be placed in this depth stencil buffer.</param>
      <param name="multiSampleType">The levels of full-scene multisampling that the device can apply.</param>
      <param name="multiSampleQuality">The number of quality stops available for a given multisample type.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.DepthFormat)">
      <summary>Initializes a new instance of the DepthStencilBuffer class.</summary>
      <param name="graphicsDevice">The graphics device that will display the depth stencil buffer.</param>
      <param name="width">Width, in pixels, of the depth stencil buffer.</param>
      <param name="height">Height, in pixels, of the depth stencil buffer.</param>
      <param name="format">The format of the data to be placed in this depth stencil buffer.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Disposing">
      <summary>Occurs when DepthStencilBuffer.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR). </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Dispose(System.Boolean)">
      <summary>Releases the unmanaged resources used by this object and optionally releases the managed resources.  </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Dispose">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.raise_Disposing(System.Object,System.EventArgs)">
      <summary>Raises the DepthStencilBuffer.Disposing event when called from within a derived class. </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.op_Equality(Microsoft.Xna.Framework.Graphics.DepthStencilBuffer,Microsoft.Xna.Framework.Graphics.DepthStencilBuffer)">
      <summary>Compares two objects to determine whether they are the same. </summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object. </summary>
      <param name="obj">The object to compare to the current DepthStencilBuffer.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Finalize">
      <summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.GetHashCode">
      <summary>Gets the hash code for this instance. </summary>
      <returns>The hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.op_Inequality(Microsoft.Xna.Framework.Graphics.DepthStencilBuffer,Microsoft.Xna.Framework.Graphics.DepthStencilBuffer)">
      <summary>Compares two objects to determine whether they are different. </summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Format">
      <summary>Gets the data format of this depth stencil buffer.</summary>
      <returns>The data format of this depth stencil buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.GraphicsDevice">
      <summary>Gets the graphics device associated with this depth stencil buffer.</summary>
      <returns>The graphics device associated with this depth stencil buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Height">
      <summary>Gets the height, in pixels, of the surface.</summary>
      <returns>The height, in pixels, of the surface.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed. </summary>
      <returns>true if the object is disposed. false if the object is not disposed. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.MultiSampleQuality">
      <summary>Gets the number of quality stops available for a given multisample type.</summary>
      <returns>The number of quality stops available for a given multisample type.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.MultiSampleType">
      <summary>Gets the levels of full-scene multisampling that the device can apply.</summary>
      <returns>The levels of full-scene multisampling that the device can apply.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Name">
      <summary>Gets the name of this depth stencil buffer.</summary>
      <returns>The name of this depth stencil buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Tag">
      <summary>Gets the resource tag for this depth stencil buffer. </summary>
      <returns>The resource tag for this depth stencil buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer.Width">
      <summary>Returns the width, in pixels, of this DepthStencilBuffer.
  </summary>
      <returns>
        The width, in pixels, of this DepthStencilBuffer.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DepthStencilBuffer">
      <summary>Queries and prepares depth stencil buffers.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceLostException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceLostException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceLostException.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DeviceLostException">
      <summary>The exception that is thrown when the device has been lost but cannot be reset at this time. Therefore, rendering is not possible. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceNotResetException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceNotResetException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceNotResetException.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DeviceNotResetException">
      <summary>The exception that is thrown when the device has been lost but can be reset at this time. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceNotSupportedException.#ctor(System.String,System.Exception)">
      <summary>
    Initializes a new instance of the DeviceNotSupportedException class with a specified error message and a reference to the inner exception that is the cause of this exception.
  </summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceNotSupportedException.#ctor(System.String)">
      <summary>
    Initializes a new instance of the DeviceNotSupportedException class with a specified error message.
  </summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceNotSupportedException.#ctor">
      <summary>
    Initializes a new instance of the DeviceNotSupportedException class.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DeviceNotSupportedException">
      <summary>The exception that is thrown when the graphics device does not support the requested capabilities. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceStillDrawingException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceStillDrawingException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DeviceStillDrawingException.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DeviceStillDrawingException">
      <summary>The error that is thrown when the device is still drawing.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayMode.op_Equality(Microsoft.Xna.Framework.Graphics.DisplayMode,Microsoft.Xna.Framework.Graphics.DisplayMode)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayMode.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current DisplayMode.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayMode.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayMode.op_Inequality(Microsoft.Xna.Framework.Graphics.DisplayMode,Microsoft.Xna.Framework.Graphics.DisplayMode)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">The object to the left of the inequality operator.</param>
      <param name="right">The object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayMode.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DisplayMode.Format">
      <summary>Gets a value indicating the surface format of the display mode. </summary>
      <returns>The surface format of the display mode. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DisplayMode.Height">
      <summary>Gets a value indicating the screen height, in pixels. </summary>
      <returns>Screen height, in pixels. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DisplayMode.RefreshRate">
      <summary>Gets a value indicating the refresh rate. The value of 0 indicates an adapter default. </summary>
      <returns>Refresh rate. The value of 0 indicates an adapter default. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DisplayMode.Width">
      <summary>Gets a value indicating the screen width, in pixels. </summary>
      <returns>Screen width, in pixels. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DisplayMode">
      <summary>Describes the display mode.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayModeCollection.op_Equality(Microsoft.Xna.Framework.Graphics.DisplayModeCollection,Microsoft.Xna.Framework.Graphics.DisplayModeCollection)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="l">Object to the left of the equality operator.</param>
      <param name="r">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayModeCollection.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current DisplayModeCollection.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayModeCollection.GetEnumerator">
      <summary>Gets an enumerator that can iterate through the DisplayModeCollection.</summary>
      <returns>Enumerator that can iterate through the DisplayModeCollection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayModeCollection.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DisplayModeCollection.op_Inequality(Microsoft.Xna.Framework.Graphics.DisplayModeCollection,Microsoft.Xna.Framework.Graphics.DisplayModeCollection)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="l">The object to the left of the inequality operator.</param>
      <param name="r">The object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.DisplayModeCollection.Item(Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>Retrieves the DisplayMode structure with the specified format.
</summary>
      <param name="format">The format of the DisplayMode to retrieve.</param>
      <returns>The DisplayMode.
    </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DisplayModeCollection">
      <summary>Manipulates a collection of DisplayMode structures.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DriverInternalErrorException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DriverInternalErrorException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.DriverInternalErrorException.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DriverInternalErrorException">
      <summary>The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.Graphics.EffectPool)">
      <summary>Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream. </summary>
      <param name="graphicsDevice">The graphics device that will create the effect.</param>
      <param name="effectCodeFileStream">Stream containing the compiled byte code.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="pool">Specifies a pool of resources to share between effects.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.Graphics.EffectPool)">
      <summary>Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a stream, as well as the number of bytes in the stream. </summary>
      <param name="graphicsDevice">The graphics device that will create the effect.</param>
      <param name="effectCodeFileStream">Stream containing the compiled byte code.</param>
      <param name="numberBytes">The number of bytes to read from the file.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="pool">Specifies a pool of resources to share between effects.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Graphics.Effect)">
      <summary>Initializes a new instance of this class, specifying the graphics device to associate with this effect and the effect to clone.      </summary>
      <param name="graphicsDevice">The graphics device that will create the effect.</param>
      <param name="cloneSource">The effect to clone.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.Graphics.EffectPool)">
      <summary>Initializes a new instance of this class from a compiled effect, specifying the compiled effect by file name. </summary>
      <param name="graphicsDevice">The graphics device that will create the effect.</param>
      <param name="effectCodeFile">A file containing a compiled byte code.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="pool">Specifies a pool of resources to share between effects.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Byte[],Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.Graphics.EffectPool)">
      <summary>Initializes a new instance of this class from a compiled effect, specifying the compiled effect as a byte array.</summary>
      <param name="graphicsDevice">The graphics device that will create the effect.</param>
      <param name="effectCode">Byte array containing the compiled byte code.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="pool">Specifies a pool of resources to share between effects.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.Effect.Disposing">
      <summary>
        Occurs when Effect.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).
      </summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.Effect.Lost">
      <summary>Occurs when an object is lost, normally just before a device is reset.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.Effect.Reset">
      <summary>Occurs after the device is reset.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Begin(Microsoft.Xna.Framework.Graphics.SaveStateMode)">
      <summary>Begins application of the active technique, specifying options for saving state.</summary>
      <param name="saveStateMode">Options for saving the state prior to application of the technique.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Begin">
      <summary>Begins application of the active technique.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Clone(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
      <summary>Creates a clone of an effect.</summary>
      <param name="device">The device associated with the effect.</param>
      <returns>The cloned effect.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.CommitChanges">
      <summary>Propagates the state change that occurs inside of an active pass to the device before rendering.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.CompileEffectFromFile(System.IO.Stream,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles an effect from a stream containing the effect source code.</summary>
      <param name="effectFileStream">File stream containing the effect source code.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="platform">The target platform for the compilation.</param>
      <returns>The compiled effect.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.CompileEffectFromFile(System.String,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles an effect from a file containing the effect source code.</summary>
      <param name="effectFile">The name of the file containing the effect source code.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="platform">The target platform for the compilation.</param>
      <returns>The compiled effect.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.CompileEffectFromFile(System.IO.Stream,System.Int32,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles an effect from a stream containing the effect source code, specifying the number of bytes in the stream.</summary>
      <param name="effectFileStream">File stream containing the effect source code.</param>
      <param name="numberBytes">The number of bytes in effectFileStream.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="platform">The target platform for the compilation.</param>
      <returns>The compiled effect.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.CompileEffectFromSource(System.String,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles an effect from a string containing the effect source code.</summary>
      <param name="effectFileSource">String containing the effect source code.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="platform">The target platform for the compilation.</param>
      <returns>The compiled effect.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Disassemble(System.Boolean)">
      <summary>[Windows Only] Disassembles this effect.</summary>
      <param name="enableColorCode">true to enable color coding to make the disassembly easier to read.</param>
      <returns>A string that contains the effect assembly (ASM).</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Disassemble(Microsoft.Xna.Framework.Graphics.Effect,System.Boolean)">
      <summary>[Windows Only] Disassembles an effect.</summary>
      <param name="effect">The effect to disassemble.</param>
      <param name="enableColorCode">true to enable color coding to make the disassembly easier to read.</param>
      <returns>A string that contains the effect assembly (ASM).</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the Effect and optionally releases the managed resources.
  </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.raise_Disposing(System.Object,System.EventArgs)">
      <summary>Raises the Effect.Disposing event when called from within a derived class.</summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.End">
      <summary>Ends the application of the current technique.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.op_Equality(Microsoft.Xna.Framework.Graphics.Effect,Microsoft.Xna.Framework.Graphics.Effect)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Equals(System.Object)">
      <summary>Gets a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to compare to this object.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.op_Inequality(Microsoft.Xna.Framework.Graphics.Effect,Microsoft.Xna.Framework.Graphics.Effect)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.raise_Lost(System.Object,System.EventArgs)">
      <summary>Raises an Effect.Lost event when called from within a derived class.</summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass into the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.raise_Reset(System.Object,System.EventArgs)">
      <summary>Raises an Effect.Reset event when called from within a derived class.</summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass into the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Effect.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Effect.Creator">
      <summary>Gets the name of the effect creator.</summary>
      <returns>The name of the effect creator.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Effect.CurrentTechnique">
      <summary>Gets or sets the active technique.</summary>
      <returns>The current technique.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Effect.EffectPool">
      <summary>Gets an EffectPool representing the pool of shared parameters.</summary>
      <returns>The pool of shared parameters.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Effect.Functions">
      <summary>Gets a collection of functions that can render the effect.</summary>
      <returns>Collection of functions that can render the effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Effect.GraphicsDevice">
      <summary>Gets the graphics device that created the effect.</summary>
      <returns>The graphics device that created the effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Effect.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Effect.Parameters">
      <summary>Gets a collection of parameters used for this effect.</summary>
      <returns>The collection of parameters used for this effect.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Effect.Techniques">
      <summary>Gets a collection of techniques that are defined for this effect.</summary>
      <returns>A collection of techniques that are defined for this effect.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.Effect">
      <summary>Used to set and query effects and choose techniques.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.op_Equality(Microsoft.Xna.Framework.Graphics.EffectAnnotation,Microsoft.Xna.Framework.Graphics.EffectAnnotation)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with this EffectAnnotation.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetValueBoolean">
      <summary>Gets the value of the EffectAnnotation as a System.Boolean.</summary>
      <returns>
        The value of the EffectAnnotation as a System.Boolean.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetValueInt32">
      <summary>
    Gets the value of the EffectAnnotation as a System.Int32.
  </summary>
      <returns>
        The value of the EffectAnnotation as a System.Int32.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetValueMatrix">
      <summary>
    Gets the value of the EffectAnnotation as a System.Int32.
  </summary>
      <returns>
        The value of the EffectAnnotation as a System.Int32.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetValueSingle">
      <summary>
    Gets the value of the EffectAnnotation as a System.Single.
  </summary>
      <returns>
        The value of the EffectAnnotation as a System.Single.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetValueString">
      <summary>
    Gets the value of the EffectAnnotation as a System.String.
  </summary>
      <returns>
        The value of the EffectAnnotation as a System.String.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetValueVector2">
      <summary>
    Gets the value of the EffectAnnotation as a Framework.Vector2.
  </summary>
      <returns>
        The value of the EffectAnnotation as a Framework.Vector2.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetValueVector3">
      <summary>
    Gets the value of the EffectAnnotation as a Framework.Vector3.
  </summary>
      <returns>
        The value of the EffectAnnotation as a Framework.Vector3.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.GetValueVector4">
      <summary>
    Gets the value of the EffectAnnotation as a Framework.Vector4.
  </summary>
      <returns>
        The value of the EffectAnnotation as a Framework.Vector4.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotation.op_Inequality(Microsoft.Xna.Framework.Graphics.EffectAnnotation,Microsoft.Xna.Framework.Graphics.EffectAnnotation)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotation.ColumnCount">
      <summary>Gets the number of columns in this effect annotation.</summary>
      <returns>The number of columns in this effect annotation.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotation.Name">
      <summary>Gets the name of the effect annotation.</summary>
      <returns>The name of the effect annotation.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotation.ParameterClass">
      <summary>Gets the parameter class of this effect annotation.</summary>
      <returns>The parameter class of this effect annotation.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotation.ParameterType">
      <summary>Gets the parameter type of this effect annotation.</summary>
      <returns>The parameter type of this effect annotation.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotation.RowCount">
      <summary>Gets the row count of this effect annotation.</summary>
      <returns>The row count of this effect annotation.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotation.Semantic">
      <summary>Gets the semantic of this effect annotation.</summary>
      <returns>The semantic of this effect annotation.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectAnnotation">
      <summary>Represents an annotation to an EffectParameter.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectAnnotationCollection.GetEnumerator">
      <summary>Returns an enumerator that can iterate through the EffectAnnotationCollection. </summary>
      <returns>The iterator.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotationCollection.Count">
      <summary>Gets the number of EffectAnnotation objects in this EffectAnnotationCollection.
</summary>
      <returns>The number of EffectAnnotation objects in this EffectAnnotationCollection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotationCollection.Item(System.String)">
      <summary>Gets a specific EffectAnnotation object by using a name.</summary>
      <param name="name">Name of the EffectAnnotation to get.</param>
      <returns>The EffectAnnotation object named name.  </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectAnnotationCollection.Item(System.Int32)">
      <summary>Gets a specific EffectAnnotation object by using an index value.</summary>
      <param name="index">Index of the EffectAnnotation to get.</param>
      <returns>The EffectAnnotation object at index index. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectAnnotationCollection">
      <summary>Manipulates a collection of EffectAnnotation objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectFunction.op_Equality(Microsoft.Xna.Framework.Graphics.EffectFunction,Microsoft.Xna.Framework.Graphics.EffectFunction)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectFunction.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with this EffectFunction.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectFunction.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectFunction.op_Inequality(Microsoft.Xna.Framework.Graphics.EffectFunction,Microsoft.Xna.Framework.Graphics.EffectFunction)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectFunction.Name">
      <summary>Gets the name of the function.</summary>
      <returns>The name of the function.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectFunction">
      <summary>Represents a function on an Effect.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectFunctionCollection.GetEnumerator">
      <summary>Returns an enumerator that can iterate through the EffectFunctionCollection. </summary>
      <returns>The iterator.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectFunctionCollection.Count">
      <summary>Gets the number of EffectFunction objects in this EffectFunctionCollection.</summary>
      <returns>The number of EffectFunction objects in this EffectFunctionCollection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectFunctionCollection.Item(System.String)">
      <summary>Gets a specific EffectFunction object by using a name.</summary>
      <param name="name">Name of the EffectFunction to get.</param>
      <returns>The EffectFunction object named name. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectFunctionCollection.Item(System.Int32)">
      <summary>Gets a specific EffectFunction object by using an index value.</summary>
      <param name="index">Index of the EffectFunction to get.</param>
      <returns>The EffectFunction object at index index. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectFunctionCollection">
      <summary>Manipulates a collection of EffectFunction objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.op_Equality(Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Graphics.EffectParameter)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with this EffectParameter.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueBooleanArray(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of System.Boolean.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of System.Boolean.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueBoolean">
      <summary>
    Gets the value of the EffectParameter as a System.Boolean.
  </summary>
      <returns>
        The value of the EffectParameter as a System.Boolean.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueInt32Array(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of System.Int32.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of System.Int32.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueInt32">
      <summary>
    Gets the value of the EffectParameter as an System.Int32.
  </summary>
      <returns>
        Gets the value of the EffectParameter as an System.Int32.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueMatrixArray(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of Framework.Matrix.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of Framework.Matrix.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueMatrixTransposeArray(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of Framework.Matrix transpose.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of Framework.Matrix transpose.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueMatrixTranspose">
      <summary>
    Gets the value of the EffectParameter as a Framework.Matrix transpose.
  </summary>
      <returns>
        The value of the EffectParameter as a Framework.Matrix transpose.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueMatrix">
      <summary>
    Gets the value of the EffectParameter as a Framework.Matrix.
  </summary>
      <returns>
        The value of the EffectParameter as a Framework.Matrix.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueQuaternionArray(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of Framework.Quaternion.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of Framework.Quaternion.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueQuaternion">
      <summary>
    Gets the value of the EffectParameter as a Framework.Quaternion.
  </summary>
      <returns>The value of the EffectParameter as a Framework.Quaternion.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueSingleArray(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of System.Single.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of System.Single.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueSingle">
      <summary>
    Gets the value of the EffectParameter as a System.Single.
  </summary>
      <returns>
        The value of the EffectParameter as a System.Single.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueString">
      <summary>
    Gets the value of the EffectParameter as an System.String.
  </summary>
      <returns>The value of the EffectParameter as an System.String.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueTexture2D">
      <summary>
    Gets the value of the EffectParameter as a Texture2D.
  </summary>
      <returns>
        The value of the EffectParameter as a Texture2D.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueTexture3D">
      <summary>
    Gets the value of the EffectParameter as a Texture3D.
  </summary>
      <returns>
        The value of the EffectParameter as a Texture3D.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueTextureCube">
      <summary>
    Gets the value of the EffectParameter as a TextureCube.
  </summary>
      <returns>The value of the EffectParameter as a TextureCube.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueVector2Array(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of Framework.Vector2.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of Framework.Vector2.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueVector2">
      <summary>
    Gets the value of the EffectParameter as a Framework.Vector2.
  </summary>
      <returns>The value of the EffectParameter as a Framework.Vector2.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueVector3Array(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of Framework.Vector3.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of Framework.Vector3.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueVector3">
      <summary>
    Gets the value of the EffectParameter as a Framework.Vector3.
  </summary>
      <returns>The value of the EffectParameter as a Framework.Vector3.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueVector4Array(System.Int32)">
      <summary>
    Gets the value of the EffectParameter as an array of Framework.Vector4.
  </summary>
      <param name="count">The number of elements in the array.</param>
      <returns>
        The value of the EffectParameter as an array of Framework.Vector4.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.GetValueVector4">
      <summary>
    Gets the value of the EffectParameter as a Framework.Vector4.
  </summary>
      <returns>
        The value of the EffectParameter as a Framework.Vector4.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.op_Inequality(Microsoft.Xna.Framework.Graphics.EffectParameter,Microsoft.Xna.Framework.Graphics.EffectParameter)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetArrayRange(System.Int32,System.Int32)">
      <summary>Sets the range of an array to pass to the device.</summary>
      <param name="start">The start index.</param>
      <param name="end">The stop index.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValueTranspose(Microsoft.Xna.Framework.Matrix)">
      <summary>
    Sets the value of the EffectParameter to the transpose of a Framework.Matrix.
  </summary>
      <param name="value">The value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValueTranspose(Microsoft.Xna.Framework.Matrix[])">
      <summary>
    Sets the value of the EffectParameter to the transpose of a Framework.Matrix.
  </summary>
      <param name="value">The value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(System.Single)">
      <summary>Sets the value of the EffectParameter.</summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(System.Boolean)">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(System.Int32[])">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(System.String)">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Vector2)">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(System.Boolean[])">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Quaternion[])">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Vector3[])">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Graphics.Texture)">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Vector4)">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(System.Single[])">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Vector2[])">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(System.Int32)">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Matrix)">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Matrix[])">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Vector4[])">
      <summary>
    Sets the value of the EffectParameter.
  </summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameter.SetValue(Microsoft.Xna.Framework.Vector3)">
      <summary>Sets the value of the EffectParameter.</summary>
      <param name="value">The value to assign to the EffectParameter.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.Annotations">
      <summary>Gets the collection of EffectAnnotation objects for this parameter.</summary>
      <returns>
        The collection of EffectAnnotation objects.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.ColumnCount">
      <summary>Gets the number of columns in the parameter description.</summary>
      <returns>The number of columns in the parameter description.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.Elements">
      <summary>Gets the collection of effect parameters.</summary>
      <returns>The collection of effect parameters.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.Name">
      <summary>Gets the name of the parameter.</summary>
      <returns>The name of the parameter.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.ParameterClass">
      <summary>Gets the class of the parameter.</summary>
      <returns>The parameter class.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.ParameterType">
      <summary>Gets the type of the parameter.</summary>
      <returns>The parameter type.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.RowCount">
      <summary>Gets the number of rows in the parameter description.</summary>
      <returns>The number of rows in the parameter description.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.Semantic">
      <summary>Gets the semantic meaning, or usage, of the parameter.</summary>
      <returns>The semantic meaning of the parameter.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameter.StructureMembers">
      <summary>Gets the collection of structure members.</summary>
      <returns>The collection of structure members.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectParameter">
      <summary>Represents an Effect parameter.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterBlock.#ctor(Microsoft.Xna.Framework.Graphics.Effect)">
      <summary>Initializes a new instance of the EffectParameterBlock class.</summary>
      <param name="parent">The Effect used to generate the EffectParameterBlock.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterBlock.Apply">
      <summary>Applies the parameter changes in the EffectParameterBlock to the current effect state.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterBlock.Begin">
      <summary>Begins capturing parameter state changes from the parent Effect.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterBlock.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the EffectParameterBlock and optionally releases the managed resources.
  </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterBlock.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterBlock.End">
      <summary>Stops capturing state changes from the parent Effect.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterBlock.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectParameterBlock">
      <summary>Represents an EffectParameter state block.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterCollection.GetEnumerator">
      <summary>Returns an enumerator that can iterate through the EffectParameterCollection. </summary>
      <returns>The iterator.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectParameterCollection.GetParameterBySemantic(System.String)">
      <summary>Gets the handle of a top-level parameter or a structure member parameter by looking up its semantic with a case-insensitive search.</summary>
      <param name="semantic">The name of the semantic to search for.</param>
      <returns>The first parameter that matches the semantic, or null if no matching parameter was found.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameterCollection.Count">
      <summary>Gets the number of EffectParameter objects in this EffectParameterCollection.</summary>
      <returns>The number of EffectParameter objects in this EffectParameterCollection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameterCollection.Item(System.String)">
      <summary>Gets a specific EffectParameter by name.
</summary>
      <param name="name">The name of the EffectParameter to retrieve.</param>
      <returns>The EffectParameter object named name. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectParameterCollection.Item(System.Int32)">
      <summary>Gets a specific EffectParameter object by using an index value.</summary>
      <param name="index">Index of the EffectParameter to get.</param>
      <returns>The EffectParameter object at index index. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectParameterCollection">
      <summary>Manipulates a collection of EffectParameter objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPass.Begin">
      <summary>Begins a pass within the active technique.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPass.End">
      <summary>Ends a pass within the active technique.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPass.op_Equality(Microsoft.Xna.Framework.Graphics.EffectPass,Microsoft.Xna.Framework.Graphics.EffectPass)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPass.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with this EffectPass.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPass.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPass.op_Inequality(Microsoft.Xna.Framework.Graphics.EffectPass,Microsoft.Xna.Framework.Graphics.EffectPass)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectPass.Annotations">
      <summary>Gets the set of EffectAnnotation objects for this EffectPass.</summary>
      <returns>The EffectAnnotationCollection containing EffectAnnotation objects for this EffectPass.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectPass.Name">
      <summary>Gets the name of this pass.</summary>
      <returns>The name of this pass.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectPass">
      <summary>Represents an effect pass.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPassCollection.GetEnumerator">
      <summary>
        Returns an enumerator that can iterate through the collection.
      </summary>
      <returns>Enumerator that can iterate through the collection.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectPassCollection.Count">
      <summary>Gets the number of objects in the collection.</summary>
      <returns>
        The number of objects in the collection.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectPassCollection.Item(System.String)">
      <summary>Gets a specific element in the collection by using a name.</summary>
      <param name="name">Name of the EffectPass to get.</param>
      <returns>
        The object named name.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectPassCollection.Item(System.Int32)">
      <summary>Gets a specific element in the collection by using an index value.</summary>
      <param name="index">Index of the EffectPass to get.</param>
      <returns>
        The object at index index.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectPassCollection">
      <summary>Manipulates a collection of EffectPass objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.EffectPool.Disposing">
      <summary>
        Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.op_Equality(Microsoft.Xna.Framework.Graphics.EffectPool,Microsoft.Xna.Framework.Graphics.EffectPool)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current EffectPool.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.op_Inequality(Microsoft.Xna.Framework.Graphics.EffectPool,Microsoft.Xna.Framework.Graphics.EffectPool)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectPool.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectPool.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectPool">
      <summary>Allows applications to share resources between effects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectTechnique.op_Equality(Microsoft.Xna.Framework.Graphics.EffectTechnique,Microsoft.Xna.Framework.Graphics.EffectTechnique)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectTechnique.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with this EffectTechnique.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectTechnique.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectTechnique.op_Inequality(Microsoft.Xna.Framework.Graphics.EffectTechnique,Microsoft.Xna.Framework.Graphics.EffectTechnique)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectTechnique.IsParameterUsed(Microsoft.Xna.Framework.Graphics.EffectParameter)">
      <summary>Determines whether a given EffectParameter is used by this technique.</summary>
      <param name="parameter">The effect parameter to check.</param>
      <returns>true if the parameter is used by this technique; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectTechnique.Validate">
      <summary>Validates this technique.</summary>
      <returns>true if the technique is valid; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectTechnique.Annotations">
      <summary>Gets the EffectAnnotation objects associated with this technique.</summary>
      <returns>The EffectAnnotation objects associated with this technique.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectTechnique.Name">
      <summary>Gets the name of this technique.</summary>
      <returns>The name of this technique.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectTechnique.Passes">
      <summary>Gets the number of passes this rendering technique requires.</summary>
      <returns>The number of passes this rendering technique requires.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectTechnique">
      <summary>Represents an effect technique.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectTechniqueCollection.GetEnumerator">
      <summary>
        Returns an enumerator that can iterate through the collection.
      </summary>
      <returns>Enumerator for the effect technique collection.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.EffectTechniqueCollection.GetValidTechniques">
      <summary>Returns all of the valid techniques in this collection.</summary>
      <returns>An enumeration of all the valid techniques in this collection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectTechniqueCollection.Count">
      <summary>Gets the number of objects in the collection.</summary>
      <returns>The number of objects in the collection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectTechniqueCollection.Item(System.String)">
      <summary>Gets a specific element in the collection by using a name.</summary>
      <param name="name">Name of the EffectTechnique to get.</param>
      <returns>The object named name.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.EffectTechniqueCollection.Item(System.Int32)">
      <summary>Gets a specific element in the collection by using an index value.</summary>
      <param name="index">Index of the EffectTechnique to get.</param>
      <returns>
        The object at index index.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectTechniqueCollection">
      <summary>Manipulates a collection of EffectTechnique objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.GetBlue">
      <summary>Retrieves the blue component of the gamma ramp.</summary>
      <returns>
        A 256-element integer array that represents the blue component.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.GetGreen">
      <summary>Retrieves the green component of the gamma ramp.</summary>
      <returns>A 256-element integer array that represents the green component.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.GetRed">
      <summary>Retrieves the red component of the gamma ramp.</summary>
      <returns>A 256-element integer array that represents the red component.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.SetBlue(System.Int16[])">
      <summary>Sets the blue component of the gamma ramp.</summary>
      <param name="value">A 256-element integer array that represents the blue component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.SetGreen(System.Int16[])">
      <summary>Sets the green component of the gamma ramp.</summary>
      <param name="value">A 256-element integer array that represents the green component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GammaRamp.SetRed(System.Int16[])">
      <summary>Sets the red component of the gamma ramp.</summary>
      <param name="value">A 256-element integer array that represents the red component.</param>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GammaRamp">
      <summary>Contains red, green, and blue ramp data.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CheckDepthStencilMatch(Microsoft.Xna.Framework.Graphics.DeviceType,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.DepthFormat)">
      <summary>Tests whether a depth stencil format is compatible with a render target format in a particular display mode.</summary>
      <param name="deviceType">The device type.</param>
      <param name="adapterFormat">The format of the display mode into which the adapter will be placed.</param>
      <param name="renderTargetFormat">The format of the render-target surface to be tested.</param>
      <param name="depthStencilFormat">The format of the depth stencil surface to be tested.</param>
      <returns>true if the format is compatible; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CheckDeviceFormatConversion(Microsoft.Xna.Framework.Graphics.DeviceType,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>Tests a device to determine whether it supports conversion from one display format to another.</summary>
      <param name="deviceType">Type of device to check.</param>
      <param name="sourceFormat">Source adapter format.</param>
      <param name="targetFormat">Target adapter format.</param>
      <returns>true if the method succeeds; false if it fails.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CheckDeviceFormat(Microsoft.Xna.Framework.Graphics.DeviceType,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.QueryUsages,Microsoft.Xna.Framework.Graphics.ResourceType,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>Verifies whether a surface buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three, on a device representing the current adapter.</summary>
      <param name="deviceType">The type of device to check.</param>
      <param name="adapterFormat">The format of the display mode into which the adapter will be placed.</param>
      <param name="usage">A set of options identifying the behaviors of this surface resource.</param>
      <param name="queryUsages">The type of query to issue.</param>
      <param name="resourceType">A resource type requested for use with the queried format.</param>
      <param name="checkFormat">The format of the surface identified by usage.</param>
      <returns>true if the surface format is available as the specified resource and format type; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CheckDeviceFormat(Microsoft.Xna.Framework.Graphics.DeviceType,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.QueryUsages,Microsoft.Xna.Framework.Graphics.ResourceType,Microsoft.Xna.Framework.Graphics.DepthFormat)">
      <summary>Verifies whether a depth buffer format is available as a specified resource type and can be used as a texture, depth-stencil buffer, render target, or any combination of the three, on a device representing the current adapter.</summary>
      <param name="deviceType">The type of device to check.</param>
      <param name="adapterFormat">The format of the display mode into which the adapter will be placed.</param>
      <param name="usage">A set of options identifying the behaviors of this surface resource.</param>
      <param name="queryUsages">The type of query to issue.</param>
      <param name="resourceType">A resource type requested for use with the queried format.</param>
      <param name="checkFormat">The format of the depth buffer surface identified by usage.</param>
      <returns>true if the surface format is available as the specified resource and format type; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CheckDeviceMultiSampleType(Microsoft.Xna.Framework.Graphics.DeviceType,Microsoft.Xna.Framework.Graphics.SurfaceFormat,System.Boolean,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32@)">
      <summary>Verifies whether a multisample technique is available on a specified device, optionally returning the number of quality stops available for the specified technique.</summary>
      <param name="deviceType">The type of device to check.</param>
      <param name="surfaceFormat">The format of the surface to be multisampled.</param>
      <param name="isFullScreen">true to inquire about windowed multisampling; false to inquire about full-screen multisampling.</param>
      <param name="sampleType">The multisampling technique to test.</param>
      <param name="qualityLevels">Number of quality stops available for a given multisample type; can be null if it is not necessary to return the values.</param>
      <returns>true if the technique is available; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CheckDeviceMultiSampleType(Microsoft.Xna.Framework.Graphics.DeviceType,Microsoft.Xna.Framework.Graphics.SurfaceFormat,System.Boolean,Microsoft.Xna.Framework.Graphics.MultiSampleType)">
      <summary>Verifies whether a multisample technique is available on a specified device.</summary>
      <param name="deviceType">The type of device to check.</param>
      <param name="surfaceFormat">The format of the surface to be multisampled.</param>
      <param name="isFullScreen">true to inquire about windowed multisampling; false to inquire about full-screen multisampling.</param>
      <param name="sampleType">The multisampling technique to test.</param>
      <returns>true if the technique is available; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CheckDeviceType(Microsoft.Xna.Framework.Graphics.DeviceType,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.SurfaceFormat,System.Boolean)">
      <summary>Determines whether a hardware-accelerated device type can be used on the current adapter.</summary>
      <param name="deviceType">The type of device to check.</param>
      <param name="displayFormat">The format of the adapter display mode for which the device type is being checked. For example, some devices operate only in modes of 16 bits per pixel.</param>
      <param name="backBufferFormat">Format of the back buffer.  This value must be one of the render target formats. GraphicsDevice.DisplayMode can be used to obtain the current format.For windowed applications, the back-buffer format does not need to match the display-mode format if the hardware supports color conversion. The set of possible back-buffer formats is constrained, but the runtime allows any valid back-buffer format to be presented to any desktop format. Additionally, the device must be operable in desktop mode because devices typically do not operate in modes of 8 bits per pixel.Full-screen applications cannot perform color conversion.SurfaceFormat.Unknown is allowed for windowed mode.</param>
      <param name="isFullScreen">true if the device type will be used in windowed mode; false if the device type will be used in full-screen mode.</param>
      <returns>true if the method succeeds and the device can be used on this adapter; false if the method fails. If the method fails, you may check the result code returned by Manager.CheckDeviceTypeResult to determine the specific reason.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.Dispose">
      <summary>
    Releases all resources used by the GraphicsAdapter class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.op_Equality(Microsoft.Xna.Framework.Graphics.GraphicsAdapter,Microsoft.Xna.Framework.Graphics.GraphicsAdapter)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="l">The object to the left of the equality operator.</param>
      <param name="r">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.Equals(System.Object)">
      <summary>
    Determines whether the specified System.Object is equal to the GraphicsAdapter.
  </summary>
      <param name="obj">The System.Object to compare with the current GraphicsAdapter.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.GetCapabilities(Microsoft.Xna.Framework.Graphics.DeviceType)">
      <summary>Returns the capabilities of a device.</summary>
      <param name="deviceType">The device to query.</param>
      <returns>The capabilities of the specified device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.op_Inequality(Microsoft.Xna.Framework.Graphics.GraphicsAdapter,Microsoft.Xna.Framework.Graphics.GraphicsAdapter)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="l">The object to the left of the inequality operator.</param>
      <param name="r">The object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.IsDeviceTypeAvailable(Microsoft.Xna.Framework.Graphics.DeviceType)">
      <summary>Determines whether a requested device type is available.</summary>
      <param name="deviceType">The device type to request.</param>
      <returns>true if the requested device type is available; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.Adapters">
      <summary>Collection of available adapters on the system. </summary>
      <returns>The collection of adapters.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.CurrentDisplayMode">
      <summary>Gets the current display mode.</summary>
      <returns>The current display mode.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DefaultAdapter">
      <summary>Gets the default adapter. </summary>
      <returns>The default adapter.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.Description">
      <summary>Retrieves a string used for presentation to the user.</summary>
      <returns>
        Description of the adapter.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DeviceIdentifier">
      <summary>Retrieves a globally unique identifier (GUID) object that can be used to check changes in the driver and chip set.</summary>
      <returns>A unique identifier for the driver and chip set pair.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DeviceId">
      <summary>
    Retrieves a value that is used to help identify a particular chip set.

  </summary>
      <returns>Value that helps identify the chip set.  The returned value may be zero if it is unknown.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DeviceName">
      <summary>Retrieves a string that contains the device name for a Microsoft Windows Graphics Device Interface (GDI).</summary>
      <returns>The name of the device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DriverDll">
      <summary>Retrieves a string that is used to present the driver name to the user.</summary>
      <returns>The driver name</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.DriverVersion">
      <summary>Retrieves a value that identifies the version of the Microsoft Direct3D driver.</summary>
      <returns>The driver version.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.IsDefaultAdapter">
      <summary>Determines if this instance of GraphicsAdapter is the default adapter.</summary>
      <returns>true if this instance of GraphicsAdapter is the default adapter, false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.MonitorHandle">
      <summary>Retrieves the handle of the monitor associated with the Microsoft Direct3D object.</summary>
      <returns>The handle of the monitor.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.Revision">
      <summary>Retrieves a value used to help identify the revision level of a particular chip set.</summary>
      <returns>Value used to help identify the revision level of the chip set.  This value may be zero if it is unknown.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.SubSystemId">
      <summary>Retrieves a value used to identify the subsystem.</summary>
      <returns>Value used to identify the subsystem, typically the particular board.  This value may be zero if it is unknown.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.SupportedDisplayModes">
      <summary>Returns a collection of supported display modes for the current adapter.</summary>
      <returns>
        The supported display modes for the adapter.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsAdapter.VendorId">
      <summary>Retrieves a value used to identify the manufacturer.</summary>
      <returns>
        Value used to identify the manufacturer.  This value may be zero if it is unknown.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsAdapter">
      <summary>Provides methods to retrieve and manipulate graphics adapters.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsAdapter,Microsoft.Xna.Framework.Graphics.DeviceType,System.IntPtr,Microsoft.Xna.Framework.Graphics.CreateOptions,Microsoft.Xna.Framework.Graphics.PresentationParameters)">
      <summary>Creates a new instance of GraphicsDevice</summary>
      <param name="adapter">The display adapter.</param>
      <param name="deviceType">The desired device type.</param>
      <param name="renderWindowHandle">The focus window.</param>
      <param name="creationOptions">Combination of one or more options that control the global behavior of the device.</param>
      <param name="presentationParameters">The presentation parameters for the device to be created.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DeviceLost">
      <summary>Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset).</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DeviceResetting">
      <summary>Occurs when a GraphicsDevice is resetting, allowing the application to cancel the default handling of the reset.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DeviceReset">
      <summary>Occurs after a GraphicsDevice is reset, allowing an application to recreate all resources.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Disposing">
      <summary>
        Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
      </summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ResourceCreated">
      <summary>Occurs when a resource is created. </summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ResourceDestroyed">
      <summary>Occurs when a resource is destroyed. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.ClearOptions,Microsoft.Xna.Framework.Graphics.Color,System.Single,System.Int32,Microsoft.Xna.Framework.Rectangle[])">
      <summary>Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer.</summary>
      <param name="options">Flags that indicate which surfaces to clear.</param>
      <param name="color">Color value to which the render target surface is cleared.</param>
      <param name="depth">New depth value to store in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance.</param>
      <param name="stencil">Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer.</param>
      <param name="regions">The regions to clear.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.ClearOptions,Microsoft.Xna.Framework.Vector4,System.Single,System.Int32,Microsoft.Xna.Framework.Rectangle[])">
      <summary>Clears a set of regions to a specified color, clears the depth buffer, and erases the stencil buffer.</summary>
      <param name="options">The surfaces to clear.</param>
      <param name="color">Color value to which the render target surface is cleared.</param>
      <param name="depth">New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance.</param>
      <param name="stencil">Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer.</param>
      <param name="regions">The regions to clear.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Clears the viewport to a specified color.</summary>
      <param name="color">Color value to which the render target surface is cleared.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.ClearOptions,Microsoft.Xna.Framework.Graphics.Color,System.Single,System.Int32)">
      <summary>Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. </summary>
      <param name="options">Flags indicating which surfaces to clear.</param>
      <param name="color">Color value to which the render target surface is cleared.</param>
      <param name="depth">New depth value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance.</param>
      <param name="stencil">Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.ClearOptions,Microsoft.Xna.Framework.Vector4,System.Single,System.Int32)">
      <summary>Clears the viewport to a specified color, clears the depth buffer, and erases the stencil buffer. </summary>
      <param name="options">The surfaces to clear.</param>
      <param name="color">Color value to which the render target surface is cleared.</param>
      <param name="depth">New z value that this method stores in the depth buffer. This parameter can be in the range of 0.0 through 1.0 (for z-based or w-based depth buffers). A value of 0.0 represents the nearest distance to the viewer; a value of 1.0 represents the farthest distance.</param>
      <param name="stencil">Integer value to store in each stencil-buffer entry. This parameter can be in the range of 0 through 2n−1, where n is the bit depth of the stencil buffer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.raise_DeviceLost(System.Object,System.EventArgs)">
      <summary>Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset).</summary>
      <param name="value0">The source of this event.</param>
      <param name="value1">The event arguments that are associated with the action that raised the event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.raise_DeviceResetting(System.Object,System.EventArgs)">
      <summary>Occurs when a GraphicsDevice is resetting</summary>
      <param name="value0">The source of this event.</param>
      <param name="value1">The event arguments that are associated with the action that raised the event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.raise_DeviceReset(System.Object,System.EventArgs)">
      <summary>Occurs after a GraphicsDevice is reset, allowing an application to re-create all resources.</summary>
      <param name="value0">The source of this event.</param>
      <param name="value1">The event arguments that are associated with the action that raised the event.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the GraphicsDevice.Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
      <summary>Renders the specified geometric primitive, based on indexing into an array of vertices.</summary>
      <param name="primitiveType">Describes the type of primitive to render. PrimitiveType.PointList is not supported with this method.</param>
      <param name="baseVertex">Offset to add to each vertex index in the index buffer.</param>
      <param name="minVertexIndex">Minimum vertex index for vertices used during the call.  The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter.</param>
      <param name="numVertices">A number of vertices used during the call.  The first vertex is located at index: baseVertex + minVertexIndex.</param>
      <param name="startIndex">Location in the index array at which to start reading vertices.</param>
      <param name="primitiveCount">A number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. To determine the maximum number of primitives allowed, check the MaxPrimitiveCount property member of the Capabilities structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawPrimitives(Microsoft.Xna.Framework.Graphics.PrimitiveType,System.Int32,System.Int32)">
      <summary>Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams.</summary>
      <param name="primitiveType">Describes the type of primitive to render.</param>
      <param name="startVertex">Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer.</param>
      <param name="primitiveCount">Number of primitives to render. To determine the maximum number of primitives allowed, check GraphicsDeviceCapabilities.MaxPrimitiveCount. The primitiveCount is the number of primitives as determined by the primitive type. If it is a line list, each primitive has two vertices. If it is a triangle list, each primitive has three vertices.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserIndexedPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32,System.Int16[],System.Int32,System.Int32)">
      <summary>Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int16. </summary>
      <param name="primitiveType">Describes the type of primitive to render.</param>
      <param name="vertexData">The vertex buffer indexed by indexData.</param>
      <param name="vertexOffset">Offset to add to each vertex index in the index buffer.</param>
      <param name="numVertices">Number of vertices used during this call. The first vertex is located at index minVertexIndex.</param>
      <param name="indexData">A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int16, which uses 16 bits per element, allows you conserve resources if the index buffer does not require a 32-bit depth array.</param>
      <param name="indexOffset">Location in the index array at which to start reading vertices.</param>
      <param name="primitiveCount">Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.)</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserIndexedPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32,System.Int32[],System.Int32,System.Int32)">
      <summary>Renders geometric primitives with indexed data specified by the user, specifying an index buffer as an array of type System.Int32. </summary>
      <param name="primitiveType">Describes the type of primitive to render.</param>
      <param name="vertexData">The vertex buffer indexed by indexData.</param>
      <param name="vertexOffset">Offset to add to each vertex index in the index buffer.</param>
      <param name="numVertices">Number of vertices used during this call. The first vertex is located at index minVertexIndex.</param>
      <param name="indexData">A list of indices into the vertex buffer, given in the order that you want the vertices to render. Using an array of type System.Int32, which uses 32 bits per element, allows you to index a greater number of elements in the vertex buffer.</param>
      <param name="indexOffset">Location in the index array at which to start reading vertices.</param>
      <param name="primitiveCount">Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. (The number of indices is a function of the primitive count and the primitive type.)</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserPrimitives``1(Microsoft.Xna.Framework.Graphics.PrimitiveType,``0[],System.Int32,System.Int32)">
      <summary>Renders the given geometric primitive with data specified by the user.</summary>
      <param name="primitiveType">Describes the type of primitive to render.</param>
      <param name="vertexData">The vertex data.</param>
      <param name="vertexOffset">Offset at which to begin reading vertexData.</param>
      <param name="primitiveCount">Number of primitives to render. The maximum number of primitives allowed is determined by checking GraphicsDeviceCapabilities.MaxPrimitiveCount. The number of indices is a function of primitiveCount and primitiveType.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.op_Equality(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to compare to this GraphicsDevice.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.EvictManagedResources">
      <summary>Evicts all managed resources, including Microsoft Direct3D resources and those that are driver managed.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetGammaRamp">
      <summary>Gets the gamma correction ramp.</summary>
      <returns>The gamma correction ramp.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderBooleanConstant(System.Int32,System.Int32)">
      <summary>Gets an array of System.Boolean values from the pixel shader constant Boolean registers.</summary>
      <param name="startRegister">Pixel shader Boolean constant register of the first constant.</param>
      <param name="constantCount">Number of System.Boolean values to retrieve.</param>
      <returns>Array of System.Boolean values retrieved from the constant registers.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderInt32Constant(System.Int32,System.Int32)">
      <summary>
    Gets an array of System.Int32 values from the pixel shader constant integer registers.
  </summary>
      <param name="startRegister">Pixel shader integer register of the first constant.</param>
      <param name="constantCount">Number of System.Int32 values to retrieve.</param>
      <returns>
        Array of System.Int32 values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderMatrixArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Matrix values from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Matrix values to retrieve.</param>
      <returns>
        Array of Framework.Matrix values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderMatrixConstant(System.Int32)">
      <summary>
    Gets a Framework.Matrix value from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <returns>Framework.Matrix value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderQuaternionArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Quaternion values from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Quaternion values to retrieve.</param>
      <returns>
        Array of Framework.Quaternion values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderQuaternionConstant(System.Int32)">
      <summary>
    Gets a Framework.Quaternion value from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <returns>Framework.Quaternion value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderSingleConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of System.Single values from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <param name="constantCount">Number of System.Single values to retrieve.</param>
      <returns>
        Array of System.Single values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderVector2ArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Vector2 values from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Vector2 values to retrieve.</param>
      <returns>
        Array of Framework.Vector2 values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderVector2Constant(System.Int32)">
      <summary>
    Gets a Framework.Vector2 value from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <returns>Framework.Vector2 value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderVector3ArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Vector3 values from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Vector3 values to retrieve.</param>
      <returns>
        Array of Framework.Vector3 values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderVector3Constant(System.Int32)">
      <summary>
    Gets a Framework.Vector3 value from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <returns>Framework.Vector3 value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderVector4ArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Vector4 values from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Vector4 values to retrieve.</param>
      <returns>
        Array of Framework.Vector4 values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetPixelShaderVector4Constant(System.Int32)">
      <summary>
    Gets a Framework.Vector4 value from the pixel shader constant float registers.
  </summary>
      <param name="startRegister">Pixel shader constant float register of the first constant.</param>
      <returns>Framework.Vector4 value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetRenderTarget(System.Int32)">
      <summary>Gets a render target surface.</summary>
      <param name="renderTargetIndex">Index of the render target.</param>
      <returns>
        The render target surface of the current graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderBooleanConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of System.Boolean values from the vertex shader constant Boolean registers.
  </summary>
      <param name="startRegister">Vertex shader constant Boolean register of the first constant.</param>
      <param name="constantCount">Number of System.Boolean values to retrieve.</param>
      <returns>
        Array of System.Boolean values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderInt32Constant(System.Int32,System.Int32)">
      <summary>
    Gets an array of System.Int32 values from the vertex shader constant integer registers.
  </summary>
      <param name="startRegister">Vertex shader constant integer register of the first constant.</param>
      <param name="constantCount">Number of System.Int32 values to retrieve.</param>
      <returns>
        Array of System.Int32 values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderMatrixArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Matrix values from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Matrix values to retrieve.</param>
      <returns>
        Array of Framework.Matrix values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderMatrixConstant(System.Int32)">
      <summary>
    Gets a Framework.Matrix value from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <returns>Framework.Matrix value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderQuaternionArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Quaternion values from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Quaternion values to retrieve.</param>
      <returns>
        Array of Framework.Quaternion values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderQuaternionConstant(System.Int32)">
      <summary>
    Gets a Framework.Quaternion value from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <returns>Framework.Quaternion value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderSingleConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of System.Single values from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <param name="constantCount">Number of System.Single values to retrieve.</param>
      <returns>
        Array of System.Single values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderVector2ArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Vector2 values from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Vector2 values to retrieve.</param>
      <returns>
        Array of Framework.Vector2 values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderVector2Constant(System.Int32)">
      <summary>
    Gets a Framework.Vector2 value from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <returns>Framework.Vector2 value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderVector3ArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Vector3 values from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Vector3 values to retrieve.</param>
      <returns>
        Array of Framework.Vector3 values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderVector3Constant(System.Int32)">
      <summary>
    Gets a Framework.Vector3 value from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <returns>Framework.Vector3 value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderVector4ArrayConstant(System.Int32,System.Int32)">
      <summary>
    Gets an array of Framework.Vector4 values from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <param name="constantCount">Number of Framework.Vector4 values to retrieve.</param>
      <returns>
        Array of Framework.Vector4 values retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GetVertexShaderVector4Constant(System.Int32)">
      <summary>
    Gets a Framework.Vector4 value from the vertex shader constant float registers.
  </summary>
      <param name="startRegister">Vertex shader constant float register of the first constant.</param>
      <returns>Framework.Vector4 value retrieved from the constant registers.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.op_Inequality(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Present(System.IntPtr)">
      <summary>Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice.</summary>
      <param name="overrideWindowHandle">Destination window containing the client area that is the target for this presentation.  If not specified, this is PresentationParameters.DeviceWindowHandle.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Present(System.Nullable{Microsoft.Xna.Framework.Rectangle},System.Nullable{Microsoft.Xna.Framework.Rectangle},System.IntPtr)">
      <summary>
    Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice.
  </summary>
      <param name="sourceRectangle">The source rectangle. If null, the entire source surface is presented. If the rectangle exceeds the source surface, the rectangle is clipped to the source surface.  This parameter must be null unless the swap chain was created with SwapEffect.Copy.</param>
      <param name="destinationRectangle">The destination rectangle, in window client coordinates. If null, the entire client area is filled. If the rectangle exceeds the destination client area, the rectangle is clipped to the destination client area.  This parameter must be null unless the swap chain was created with SwapEffect.Copy.</param>
      <param name="overrideWindowHandle">Destination window containing the client area that is the target for this presentation.  If not specified, this is PresentationParameters.DeviceWindowHandle.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Present">
      <summary>Presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset(Microsoft.Xna.Framework.Graphics.PresentationParameters)">
      <summary>Resets the current GraphicsDevice with the specified PresentationParameters.</summary>
      <param name="presentationParameters">Describes the new presentation parameters. This value cannot be null.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Reset">
      <summary>Resets the presentation parameters for the current GraphicsDevice.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ResolveBackBuffer(Microsoft.Xna.Framework.Graphics.Texture2D)">
      <summary>Copies the current back buffer contents to a texture.</summary>
      <param name="resolveTarget">Texture to update with the resolved back buffer. This texture must be created with a usage type of ResourceUsage.ResolveTarget.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ResolveBackBuffer(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32)">
      <summary>Copies the contents of the back buffer at the specified index to a texture.</summary>
      <param name="resolveTarget">Texture to update with the resolved back buffer. This texture must be created with a usage type of ResourceUsage.ResolveTarget.</param>
      <param name="backBufferIndex">Index of the back buffer to resolve.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ResolveRenderTarget(System.Int32)">
      <summary>Signifies that the device has finished drawing to a render target and prepares the render target for a call to RenderTarget2D.GetTexture or RenderTargetCube.GetTexture.</summary>
      <param name="index">Index of the render target to resolve.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.raise_ResourceCreated(System.Object,Microsoft.Xna.Framework.Graphics.ResourceCreatedEventArgs)">
      <summary>
    Occurs when GraphicsDevice.ResourceCreated is called.
  </summary>
      <param name="value0">The source of the event.</param>
      <param name="value1">An EventArgs object that contains no data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.raise_ResourceDestroyed(System.Object,Microsoft.Xna.Framework.Graphics.ResourceDestroyedEventArgs)">
      <summary>
    Occurs when GraphicsDevice.ResourceDestroyed is called.
  </summary>
      <param name="value0">The source of the event.</param>
      <param name="value1">An EventArgs object that contains no data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetGammaRamp(System.Boolean,Microsoft.Xna.Framework.Graphics.GammaRamp)">
      <summary>Sets the gamma correction ramp.</summary>
      <param name="calibrate">true to indicate that correction should be applied. false to indicate that no gamma correction should be applied. The supplied gamma table is transferred directly to the GraphicsDevice.</param>
      <param name="ramp">The gamma correction ramp to set.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector2)">
      <summary>
    Sets the specified pixel shader constant float register to a Framework.Vector2 value.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Quaternion[])">
      <summary>
    Sets the specified pixel shader constant float registers to an array of Framework.Quaternion values.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,System.Boolean[])">
      <summary>
    Sets the specified pixel shader constant Boolean registers to an array of System.Boolean values.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant Boolean register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Sets the specified pixel shader constant float registers to a Framework.Matrix value.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,System.Single[])">
      <summary>
    Sets the specified pixel shader constant float registers to an array of System.Single values.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Matrix[])">
      <summary>
    Sets the specified pixel shader constant float registers to an array of Framework.Matrix values.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector3)">
      <summary>
    Sets the specified pixel shader constant float register to a Framework.Vector3 value.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float  register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Sets the specified pixel shader constant float registers to a Framework.Quaternion value.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,System.Int32[])">
      <summary>
    Sets the specified pixel shader constant integer registers to an array of System.Int32 values.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant integer register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector3[])">
      <summary>
    Sets the specified pixel shader constant float registers to an array of Framework.Vector3 values.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector2[])">
      <summary>
    Sets the specified pixel shader constant float registers to an array of Framework.Vector2 values.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector4[])">
      <summary>
    Sets the specified pixel shader constant float registers to an array of Framework.Vector4 values.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetPixelShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector4)">
      <summary>
    Sets the specified pixel shader constant float register to a Framework.Vector4 value.
  </summary>
      <param name="startRegister">Zero-based index of the pixel shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetRenderTarget(System.Int32,Microsoft.Xna.Framework.Graphics.RenderTarget2D)">
      <summary>Sets a new render target for this GraphicsDevice.</summary>
      <param name="renderTargetIndex">Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.NumberSimultaneousRenderTargets.</param>
      <param name="renderTarget">A new render target for the device, or null to set the device render target to the back buffer of the device.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetRenderTarget(System.Int32,Microsoft.Xna.Framework.Graphics.RenderTargetCube,Microsoft.Xna.Framework.Graphics.CubeMapFace)">
      <summary>
    Sets a new render target for this GraphicsDevice.</summary>
      <param name="renderTargetIndex">Index of the render target. The number of render targets supported by a GraphicsDevice is contained in GraphicsDeviceCapabilities.NumberSimultaneousRenderTargets.</param>
      <param name="renderTarget">A new render target for the device, or null to set the device render target to the back buffer of the device.</param>
      <param name="faceType">The cube map face type.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector2)">
      <summary>
    Sets the specified vertex shader constant float register to a Framework.Vector2 value. 
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Quaternion[])">
      <summary>
    Sets the specified vertex shader constant float registers to an array of Framework.Quaternion values.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,System.Boolean[])">
      <summary>
    Sets the specified vertex shader constant Boolean registers to an array of System.Boolean values.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant Boolean register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Sets the specified vertex shader constant float registers to a Framework.Matrix value.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.  This value will be transposed when the vertex shader constant is set.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,System.Single[])">
      <summary>
    Sets the specified vertex shader constant float registers to an array of System.Single values.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Matrix[])">
      <summary>
    Sets the specified vertex shader constant float registers to an array of Framework.Matrix values.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.  This value will be transposed when the vertex shader constant is set.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector3)">
      <summary>
    Sets the specified vertex shader constant float register to a Framework.Vector3 value. 
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Sets the specified vertex shader constant float register to a Framework.Quaternion value.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,System.Int32[])">
      <summary>
    Sets the specified vertex shader constant integer registers to an array of System.Int32 values.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant integer register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector3[])">
      <summary>
    Sets the specified vertex shader constant float registers to an array of Framework.Vector3 values.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector2[])">
      <summary>
    Sets the specified vertex shader constant float registers to an array of Framework.Vector2 values. 
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector4[])">
      <summary>
    Sets the specified vertex shader constant float registers to an array of Framework.Vector4 values.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SetVertexShaderConstant(System.Int32,Microsoft.Xna.Framework.Vector4)">
      <summary>
    Sets the specified vertex shader constant float register to a Framework.Vector4 value.
  </summary>
      <param name="startRegister">Zero-based index of the vertex shader constant float register at which to begin setting values.</param>
      <param name="constantData">The constant data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ClipPlanes">
      <summary>Retrieves the clipping planes of the current GraphicsDevice.</summary>
      <returns>The clipping planes.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.CreationParameters">
      <summary>Retrieves the creation parameters of the GraphicsDevice.</summary>
      <returns>
        The creation parameters.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DepthStencilBuffer">
      <summary>Gets or sets the depth stencil surface of this GraphicsDevice.</summary>
      <returns>The depth stencil buffer. If no depth stencil buffer is associated with the GraphicsDevice, the return value is null.Setting this value to null disables the depth stencil operation.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DisplayMode">
      <summary>
    Retrieves the display mode's spatial resolution, color resolution, and refresh frequency.
  </summary>
      <returns>
       Data describing the display mode of the adapter (as opposed to the display mode of the GraphicsDevice, which might not be active if the GraphicsDevice does not own full-screen mode).
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.DriverLevel">
      <summary>Returns the driver level.</summary>
      <returns>
        This method returns the driver version, which is one of the following:
        700 - Direct3D 7 level driver800 - Direct3D 8 level driver900 - Direct3D 9 level driver</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GraphicsDeviceCapabilities">
      <summary>Gets the capabilities of the graphics device.</summary>
      <returns>The capabilities.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.GraphicsDeviceStatus">
      <summary>Retrieves the status of the device</summary>
      <returns>The status of the device</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Indices">
      <summary>Gets or sets index data.</summary>
      <returns>The index data.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.PixelShader">
      <summary>Gets or sets the current pixel shader.</summary>
      <returns>
        The current pixel shader or a pixel shader object to set.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.PresentationParameters">
      <summary>Gets the presentation parameters associated with this graphics device.</summary>
      <returns>The presentation parameters associated with this graphics device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.RasterStatus">
      <summary>Retrieves information that describes the raster of the monitor on which the swap chain is presented.</summary>
      <returns>
        Information about the position or other status of the raster on the monitor driven by the current adapter.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.RenderState">
      <summary>Retrieves a render-state value for a GraphicsDevice.</summary>
      <returns>The render state.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SamplerStates">
      <summary>Retrieves a collection of SamplerState objects for the current GraphicsDevice.</summary>
      <returns>The sample states of this GraphicsDevice.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.ScissorRectangle">
      <summary>Gets or sets the rectangle used for scissor testing.</summary>
      <returns>Defines the rendering area within the render target, if scissor testing is enabled.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.SoftwareVertexProcessing">
      <summary>Gets or sets the vertex processing mode.</summary>
      <returns>true for software vertex processing; false for hardware vertex processing.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Textures">
      <summary>Returns the collection of textures that have been assigned to the texture stages of the device.</summary>
      <returns>The texture collection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.VertexDeclaration">
      <summary>Gets or sets a vertex shader declaration.</summary>
      <returns>The vertex shader declaration.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.VertexSamplerStates">
      <summary>Gets the collection of vertex sampler states.</summary>
      <returns>The collection of vertex sampler states.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.VertexShader">
      <summary>Gets or sets the current vertex shader.</summary>
      <returns>
        The GraphicsDevice's current vertex shader or a vertex shader object to set.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.VertexTextures">
      <summary>Gets the collection of vertex textures that support texture lookup in the vertex shader using the texldl - vs texture load statement. The vertex engine contains four texture sampler stages.</summary>
      <returns>The collection of vertex textures.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Vertices">
      <summary>Gets the vertex stream collection.</summary>
      <returns>The vertex stream collection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDevice.Viewport">
      <summary>Gets or sets a viewport identifying the portion of the render target to receive draw calls.</summary>
      <returns>
        The viewport to set or get.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDevice">
      <summary>Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.Dispose">
      <summary>
    Releases all resources used by the GraphicsDeviceCapabilities class.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.op_Equality(Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities,Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current GraphicsDeviceCapabilities.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.op_Inequality(Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities,Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AdapterOrdinalInGroup">
      <summary>
    Gets the number indicating the order in which heads are referenced by the API. 
  </summary>
      <returns>The number indicating the order in which heads are referenced by the API.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AlphaCompareCapabilities">
      <summary>Gets the alpha-test comparison capabilities.</summary>
      <returns>A GraphicsDeviceCapabilities.CompareCaps representing the alpha-test comparison capabilities of a device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CubeTextureFilterCapabilities">
      <summary>Gets texture-filtering capabilities for a cube texture.</summary>
      <returns>
        A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities for a cube texture of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CursorCapabilities">
      <summary>Gets hardware cursor capabilties.</summary>
      <returns>
        A GraphicsDeviceCapabilities.CursorCaps representing the hardware cursor capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCapabilities">
      <summary>Gets vertex data type capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.DeclarationTypeCaps representing the vertex data type capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DepthBufferCompareCapabilities">
      <summary>Gets depth buffer comparision capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.CompareCaps representing the z-buffer comparison capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DestinationBlendCapabilities">
      <summary>Gets destination-blending capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.BlendCaps representing the destination-blending capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCapabilities">
      <summary>Gets graphics device capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.DeviceCaps representing the graphics capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceType">
      <summary>Returns the type of the current GraphicsDevice.</summary>
      <returns>
        The type of the current GraphicsDevice.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCapabilities">
      <summary>Gets device driver capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.DriverCaps representing the driver capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ExtentsAdjust">
      <summary>
    Gets the number of pixels to adjust the extents rectangle outward to accommodate antialiasing kernels.
  </summary>
      <returns>Size of adjustment, in pixels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.GuardBandBottom">
      <summary>Gets the bottom screen-space coordinate of the guard-band clipping region. </summary>
      <returns>The bottom coordinate of the guard-band clipping region.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.GuardBandLeft">
      <summary>Gets the left screen-space coordinate of the guard-band clipping region. </summary>
      <returns>The left coordinate of the guard-band clipping region.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.GuardBandRight">
      <summary>Gets the right coordinate of the guard-band clipping region.</summary>
      <returns>The right coordinate of the guard-band clipping region.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.GuardBandTop">
      <summary>Gets the top screen-space coordinate of the guard-band clipping region.</summary>
      <returns>The top coordinate of the guard-band clipping region.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCapabilities">
      <summary>Gets line-drawing primitives capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.LineCaps representing the line-drawing primitives capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MasterAdapterOrdinal">
      <summary>Gets the master device for this subordinate.</summary>
      <returns>Number indicating the master device.  This number is taken from the same space as the adapter values.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxAnisotropy">
      <summary>
    Gets the maximum valid value for the SamplerState.MaxAnisotropy texture-stage state.
  </summary>
      <returns>
        The maximum valid value for SamplerState.MaxAnisotropy.
    </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxPixelShaderProfile">
      <summary>Returns the maximum pixel shader profile for this GraphicsDevice.
  </summary>
      <returns>
        The maximum pixel shader profile for this GraphicsDevice.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxVertexShaderProfile">
      <summary>
    Returns the maximum vertex shader profile for this GraphicsDevice.
  </summary>
      <returns>
        The maximum vertex shader profile for this GraphicsDevice.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxPixelShader30InstructionSlots">
      <summary>Gets the maximum number of pixel shader instruction slots supported.</summary>
      <returns>The maximum number of pixel shader instruction slots supported.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxPointSize">
      <summary>Gets the maximum size of a point primitive.</summary>
      <returns>
        The maximum size of a point primitive. The range is greater than or equal to 1.0f.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxPrimitiveCount">
      <summary>Gets the maximum number of primitives for each GraphicsDevice.DrawPrimitives call. </summary>
      <returns>The maximum number of primitives. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxSimultaneousTextures">
      <summary>Gets the maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages.</summary>
      <returns>The maximum number of textures that can be simultaneously bound to the fixed-function pipeline sampler stages.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxStreamStride">
      <summary>Gets the maximum stride.</summary>
      <returns>
        The maximum stride.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxStreams">
      <summary>Gets the maximum number of concurrent data streams.
</summary>
      <returns>The maximum number of concurrent data streams. The valid range is 1 to 16.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxTextureAspectRatio">
      <summary>Gets the maximum texture aspect ratio supported by the hardware. </summary>
      <returns>The maximum texture aspect ratio supported by the hardware, typically a power of 2.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxTextureHeight">
      <summary>Gets the maximum texture height for this device. </summary>
      <returns>The maximum texture height for this device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxTextureRepeat">
      <summary>Gets the maximum range of the integer bits of the post-normalized texture coordinates. </summary>
      <returns>The maximum range of the integer bits of the post-normalized texture coordinates.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxTextureWidth">
      <summary>Gets the maximum texture width for this device. </summary>
      <returns>The maximum texture width for this device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxUserClipPlanes">
      <summary>Gets the maximum number of user-defined clipping planes supported.</summary>
      <returns>The maximum number of user-defined clipping planes supported. This number can be 0.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxVertexIndex">
      <summary>Gets the maximum size of indices supported for hardware vertex processing.</summary>
      <returns>The maximum size of indices supported for hardware vertex processing.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxVertexShader30InstructionSlots">
      <summary>Gets the maximum number of vertex shader instruction slots supported.</summary>
      <returns>The maximum number of vertex shader instruction slots supported.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxVertexShaderConstants">
      <summary>Gets the number of vertex shader registers that are reserved for constants.</summary>
      <returns>The number of vertex shader registers that are reserved for constants.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxVertexW">
      <summary>Gets the maximum W-based depth value that the device supports. </summary>
      <returns>The maximum W-based depth value that the device supports.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.MaxVolumeExtent">
      <summary>Gets the maximum value for any of the three dimensions (width, height, and depth) of a volume texture. </summary>
      <returns>The maximum value for any of the three dimensions (width, height, and depth) of a volume texture.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.NumberOfAdaptersInGroup">
      <summary>Gets the number of adapters in this adapter group (only if master).</summary>
      <returns>The number of adapters in this adapter group (only if master).</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.NumberSimultaneousRenderTargets">
      <summary>
    Gets the number of simultaneous render targets.</summary>
      <returns>The number of simultaneous render targets. This number must be at least one.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShader1xMaxValue">
      <summary>Gets the maximum value of pixel shader arithmetic component.</summary>
      <returns>The maximum value of pixel shader arithmetic component.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCapabilities">
      <summary>Gets the pixel shader 2.0 capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.PixelShaderCaps representing the pixel shader 2.0 capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderVersion">
      <summary>Gets the pixel shader main and sub versions. </summary>
      <returns>The pixel shader main and sub versions.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PresentInterval">
      <summary>Gets the rate at which the swap chain's back buffers are presented to the front buffer.</summary>
      <returns>
        The rate at which the swap chain's back buffers are presented to the front buffer.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCapabilities">
      <summary>Gets driver primitive capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.PrimitiveCaps representing the primitive capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCapabilities">
      <summary>Gets information on raster-drawing capabilities. </summary>
      <returns>
        A GraphicsDeviceCapabilities.RasterCaps representing the raster capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ShadingCapabilities">
      <summary>Gets shading operations capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.ShadingCaps representing the shading capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.SourceBlendCapabilities">
      <summary>Gets source-blending capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.BlendCaps representing the source-blending capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCapabilities">
      <summary>Gets the supported stencil-buffer operations.</summary>
      <returns>
        A GraphicsDeviceCapabilities.StencilCaps representing the stencil-buffer capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureAddressCapabilities">
      <summary>Gets texture-addressing capabilities for texture objects. </summary>
      <returns>
        A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCapabilities">
      <summary>Gets miscellaneous texture-mapping capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.TextureCaps representing the texture-mapping capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureFilterCapabilities">
      <summary>Gets texture-filtering capabilities for a texture.</summary>
      <returns>
        A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexFormatCapabilities">
      <summary>Gets flexible vertex format capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.VertexFormatCaps representing the flexible vertex format capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexProcessingCapabilities">
      <summary>Gets vertex processing capabilities.</summary>
      <returns>A GraphicsDeviceCapabilities.VertexProcessingCaps representing the vertex processing capabilities of a device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCapabilities">
      <summary>Gets vertex shader version 2.0 extended capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.VertexShaderCaps representing the vertex shader 2.0 capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderVersion">
      <summary>Gets the vertex shader main and sub versions.</summary>
      <returns>The vertex shader main and sub versions.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexTextureFilterCapabilities">
      <summary>Gets vertex shader texture filter capabilities.</summary>
      <returns>
        A GraphicsDeviceCapabilities.FilterCaps representing the vertex shader filter capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VolumeTextureAddressCapabilities">
      <summary>Gets texture-addressing capabilities for a volume texture</summary>
      <returns>
        A GraphicsDeviceCapabilities.AddressCaps representing the texture-addressing capabilities of a device.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VolumeTextureFilterCapabilities">
      <summary>Gets texture-filtering capabilities for a volume texture.</summary>
      <returns>
        A GraphicsDeviceCapabilities.FilterCaps representing the texture-filtering capabilities of a device.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities">
      <summary>Represents the capabilities of the hardware.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AddressCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AddressCaps.SupportsBorder">
      <summary>Gets a value indicating whether the device supports the setting of coordinates outside the range [0.0, 1.0] to the border color.</summary>
      <returns>true if the device supports the setting of coordinates outside the range to the border color; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AddressCaps.SupportsClamp">
      <summary>Gets a value indicating whether the device supports the clamping of textures to addresses. </summary>
      <returns>true if the device supports clamping textures to addresses; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AddressCaps.SupportsIndependentUV">
      <summary>
    Gets a value indicating whether the device can separate the texture-addressing modes of the texture's u and v coordinates.
  </summary>
      <returns>true if the device supports separating the texture-addressing modes of the u and v coordinates; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AddressCaps.SupportsMirrorOnce">
      <summary>
    Gets a value indicating whether a device can take the absolute value of the texture coordinate (thus, mirroring around 0) and then clamp to the maximum value.
  </summary>
      <returns>true if the device can mirror once; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AddressCaps.SupportsMirror">
      <summary>Gets a value indicating whether a device can mirror textures to addresses. </summary>
      <returns>true if the device supports mirroring textures to addresses; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AddressCaps.SupportsWrap">
      <summary>Gets a value indicating whether a device can wrap textures to addresses. </summary>
      <returns>true if the device can wrap textures to addresses; false otherwise. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.AddressCaps">
      <summary>Represents the texture addressing capabilities for Texture structures. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsBlendFactor">
      <summary>
    Gets a value indicating that the driver supports the Blend.BlendFactor blend mode.
  </summary>
      <returns>true if the driver supports the Blend.BlendFactor blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsBothInverseSourceAlpha">
      <summary>
    Gets a value indicating that the driver supports the Blend.BothInverseSourceAlpha blend mode.
  </summary>
      <returns>true if the driver supports the Blend.BothInverseSourceAlpha blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsBothSourceAlpha">
      <summary>
    Gets a value indicating that the driver supports the Blend.BothSourceAlpha blend mode.
  </summary>
      <returns>true if the driver supports the Blend.BothSourceAlpha blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsDestinationAlpha">
      <summary>
    Gets a value indicating that the driver supports the Blend.DestinationAlpha blend mode. 
  </summary>
      <returns>true if the driver supports the Blend.DestinationAlpha blend mode; false otherwise. 
        </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsDestinationColor">
      <summary>
    Gets a value indicating that the driver supports the Blend.DestinationColor blend mode.
  </summary>
      <returns>true if the driver supports the Blend.DestinationColor blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsInverseDestinationAlpha">
      <summary>
    Gets a value indicating that the driver supports the Blend.InverseDestinationAlpha blend mode.
  </summary>
      <returns>true if the driver supports the Blend.InverseDestinationAlpha blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsInverseDestinationColor">
      <summary>
    Gets a value indicating that the driver supports the Blend.InverseDestinationColor blend mode.
  </summary>
      <returns>true if the driver supports the Blend.InverseDestinationColor blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsInverseSourceAlpha">
      <summary>
    Gets a value indicating that the driver supports the Blend.InverseSourceAlpha blend mode.
  </summary>
      <returns>true if the driver supports the Blend.InverseSourceAlpha blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsInverseSourceColor">
      <summary>
    Gets a value indicating that the driver supports the Blend.InverseSourceColor blend mode.
  </summary>
      <returns>true if the driver supports the Blend.InverseSourceColor blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsOne">
      <summary>
    Gets a value indicating that the driver supports the Blend.One blend mode.
  </summary>
      <returns>true if the driver supports the Blend.One blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsSourceAlphaSat">
      <summary>
    Gets a value indicating that the driver supports the Blend.SourceAlphaSat blend mode.
  </summary>
      <returns>true if the driver supports the Blend.SourceAlphaSat blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsSourceAlpha">
      <summary>
    Gets a value indicating that the driver supports the Blend.SourceAlpha blend mode.
  </summary>
      <returns>true if the driver supports the Blend.SourceAlpha blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsSourceColor">
      <summary>
    Gets a value indicating that the driver supports the Blend.SourceColor blend mode.
  </summary>
      <returns>true if the driver supports the Blend.SourceColor blend mode; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps.SupportsZero">
      <summary>
    Gets a value indicating that the driver supports the Blend.Zero blend mode.
  </summary>
      <returns>true if the driver supports the Blend.Zero blend mode; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.BlendCaps">
      <summary>Represents the supported blend capabilities. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.SupportsAlways">
      <summary>Gets a value indicating whether always passing the comparison test is supported.</summary>
      <returns>true if always passing the comparison test is supported; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.SupportsEqual">
      <summary>Gets a value indicating whether comparison tests in which the new value equals the current value are supported.</summary>
      <returns>true if comparison tests in which the new value equals the current value are supported; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.SupportsGreaterEqual">
      <summary>Gets a value indicating whether comparison tests in which the new value is greater than or equal to the current value are supported.</summary>
      <returns>true if comparison tests in which the new value is greater than or equal to the current value are supported; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.SupportsGreater">
      <summary>Gets a value indicating whether comparison tests in which the new value is greater than the current value are supported.</summary>
      <returns>true if comparison tests in which the new value is greater than the current value are supported; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.SupportsLessEqual">
      <summary>Gets a value indicating whether comparison tests in which the new value is less than or equal to the current value are supported.</summary>
      <returns>true if comparison tests in which the new value is less than or equal to the current value are supported; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.SupportsLess">
      <summary>Gets a value indicating whether comparison tests in which the new value is less than the current value are supported.</summary>
      <returns>true if comparison tests in which the new value is less than the current value are supported; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.SupportsNever">
      <summary>Gets a value indicating whether never passing the comparison test is supported.</summary>
      <returns>true if never passing the comparison test is supported; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps.SupportsNotEqual">
      <summary>Gets a value indicating whether comparison tests in which the new value does not equal the current value are supported.</summary>
      <returns>true if comparison tests in which the new value does not equal the current value are supported; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CompareCaps">
      <summary>Represents comparison capabilities. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CursorCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CursorCaps.SupportsColor">
      <summary>Gets a value indicating whether a full-color cursor is supported in hardware in high-resolution modes.</summary>
      <returns>true if the hardware supports a full-color cursor in high resolution; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CursorCaps.SupportsLowResolution">
      <summary>Gets a value indicating whether a full-color cursor is supported in hardware in low-resolution modes.</summary>
      <returns>true if the hardware supports a full-color cursor in low resolution; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.CursorCaps">
      <summary>Represents hardware support for cursors. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsByte4">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.Byte4.
  </summary>
      <returns>
        true if vertex declarations support VertexElementFormat.Byte4; otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsHalfVector2">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector2</summary>
      <returns>
        true if vertex declarations support VertexElementFormat.HalfVector2; otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsHalfVector4">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.HalfVector4.
  </summary>
      <returns>
        true if vertex declarations support VertexElementFormat.HalfVector4; otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsNormalized101010">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.Normalized101010.
</summary>
      <returns>
      true if vertex declarations support VertexElementFormat.Normalized101010; otherwise false.
        </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsNormalizedShort2">
      <summary>
    Gets a value indicating whether vertex declarations support  VertexElementFormat.NormalizedShort2.
  </summary>
      <returns>
        true if vertex declarations support VertexElementFormat.NormalizedShort2; otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsNormalizedShort4">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.NormalizedShort4.
  </summary>
      <returns>
        true if vertex declarations support VertexElementFormat.NormalizedShort4; otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsRg32">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.Rg32.
  </summary>
      <returns>
        true if vertex declarations support VertexElementFormat.Rg32; otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsRgba32">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba32.
  </summary>
      <returns>
        true if vertex declarations support VertexElementFormat.Rgba32; otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsRgba64">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.Rgba64.
</summary>
      <returns>
      true if vertex declarations support VertexElementFormat.Rgba64; otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps.SupportsUInt101010">
      <summary>
    Gets a value indicating whether vertex declarations support VertexElementFormat.UInt101010.
  </summary>
      <returns>
        true if vertex declarations support VertexElementFormat.UInt101010; otherwise false.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeclarationTypeCaps">
      <summary>Represents data types contained in a vertex declaration.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.CanDrawSystemToNonLocal">
      <summary>
    Gets a value indicating whether the device supports blits from system-memory textures to non-local video-memory textures.
  </summary>
      <returns>true if the device supports blits from system-memory textures to non-local video-memory textures; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.CanRenderAfterFlip">
      <summary>
    Gets a value indicating whether the device can queue rendering commands after a page flip.
  </summary>
      <returns>true if the device can queue rendering commands after a page flip; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.IsDirect3D9Driver">
      <summary>Gets a value indicating if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source.</summary>
      <returns>true if the device supports copying the contents of a source rectangle to a destination rectangle using a texture as the source; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsDrawPrimitives2Ex">
      <summary>
    Gets a value indicating whether the device can support at least a DirectX 7–compliant driver.
  </summary>
      <returns>true if the device can support at least a DirectX 7–compliant driver; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsDrawPrimitives2">
      <summary>
    Gets a value indicating whether the device can support at least a DirectX 5–compliant driver.
  </summary>
      <returns>true if the device can support at least a DirectX 5–compliant driver; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsDrawPrimitivesTransformedVertex">
      <summary>Gets a value indicating whether the device exports a GraphicsDevice.DrawPrimitives-aware hardware abstraction layer (HAL).</summary>
      <returns>true if the device exports an GraphicsDevice.DrawPrimitives-aware HAL; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsExecuteSystemMemory">
      <summary>Gets a value indicating whether the device can use execute buffers from video memory.</summary>
      <returns>true if the device can use execute buffers from video memory; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsExecuteVideoMemory">
      <summary>Gets a value indicating whether the device can use execute buffers from video memory.</summary>
      <returns>true if the device can use execute buffers from video memory; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsHardwareRasterization">
      <summary>Gets a value indicating whether the device has hardware acceleration for scene rasterization.</summary>
      <returns>true if the device has hardware acceleration for scene rasterization; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsHardwareTransformAndLight">
      <summary>Gets a value indicating whether the device can support transformation and lighting in hardware.</summary>
      <returns>true if the device can support transformation and lighting in hardware; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsSeparateTextureMemories">
      <summary>Gets a value indicating whether the device is texturing from separate memory pools.</summary>
      <returns>true if the device is texturing from separate memory pools; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsStreamOffset">
      <summary>Gets a value indicating whether the device supports stream offsets.</summary>
      <returns>true if the device supports stream offsets; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsTextureNonLocalVideoMemory">
      <summary>Gets a value indicating whether the device can retrieve textures from non-local video memory.</summary>
      <returns>true if the device can retrieve textures from non-local video memory; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsTextureSystemMemory">
      <summary>Gets a value indicating whether the device can retrieve textures from system memory.</summary>
      <returns>true if the device can retrieve textures from system memory; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsTextureVideoMemory">
      <summary>Gets a value indicating whether the device can retrieve textures from device memory.</summary>
      <returns>true if the device can retrieve textures from device memory; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsTransformedVertexSystemMemory">
      <summary>Gets a value indicating whether the device can use buffers from system memory for transformed and lit vertices.</summary>
      <returns>true if the device can use buffers from system memory for transformed and lit vertices; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.SupportsTransformedVertexVideoMemory">
      <summary>Gets a value indicating whether the device can use buffers from video memory for transformed and lit vertices.</summary>
      <returns>true if the device can use buffers from video memory for transformed and lit vertices; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps.VertexElementScanSharesStreamOffset">
      <summary>Gets a value indicating whether the device allows multiple vertex elements to share the same offset in a stream.</summary>
      <returns>true if the device allows multiple vertex elements to share the same offset in a stream; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DeviceCaps">
      <summary>Represents device-specific capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.CanAutoGenerateMipMap">
      <summary>Gets a value indicating whether the driver is capable of automatically generating mipmaps.</summary>
      <returns>true if the driver is capable of automatically generating mipmaps; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.CanCalibrateGamma">
      <summary>Gets a value indicating whether the system has a calibrator installed that can automatically adjust the gamma ramp.</summary>
      <returns>true if the system has a calibrator installed that can automatically adjust the gamma ramp; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.CanManageResource">
      <summary>Gets a value indicating whether the driver is capable of managing resources.</summary>
      <returns>true if the driver is capable of managing resources; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.ReadScanLine">
      <summary>Gets a value indicating whether the display hardware is capable of returning the current scan line.</summary>
      <returns>true if the driver display hardware is capable of returning the current scan line; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.SupportsAlphaFullScreenFlipOrDiscard">
      <summary>Gets a value indicating whether the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect.</summary>
      <returns>true if the driver the device can respect the RenderState.AlphaBlendEnable render state in full-screen mode while using the FLIP or DISCARD swap effect; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.SupportsCopyToSystemMemory">
      <summary>Gets a value indicating whether the device can accelerate a memory copy from local video memory to system memory.</summary>
      <returns>true if the device can accelerate a memory copy from local video memory to system memory; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.SupportsCopyToVideoMemory">
      <summary>Gets a value indicating whether the device can accelerate a memory copy from system memory to local video memory.</summary>
      <returns>true if the device can accelerate a memory copy from system memory to local video memory; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.SupportsDynamicTextures">
      <summary>Gets a value indicating whether the driver supports dynamic textures.</summary>
      <returns>true if the driver supports dynamic textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.SupportsFullScreenGamma">
      <summary>Gets a value indicating whether the driver supports dynamic gamma ramp adjustment in full-screen mode.</summary>
      <returns>true if the driver supports dynamic gamma ramp adjustment in full-screen mode; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps.SupportsLinearToSrgbPresentation">
      <summary>Gets a value indicating whether the device can perform gamma correction from a windowed back buffer (containing linear content) to an sRGB desktop.</summary>
      <returns>true if the device can perform gamma correction from a windowed back buffer to an sRGB desktop; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.DriverCaps">
      <summary>Represents driver-specific capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMagnifyAnisotropic">
      <summary>Gets a value that indicates that the device supports per-stage anisotropic filtering for magnifying textures.</summary>
      <returns>true if the device supports per-stage anisotropic filtering for magnifying textures; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMagnifyGaussianQuad">
      <summary>Gets a value indicating whether the device supports per-stage Gaussian quad filtering for magnifying textures.</summary>
      <returns>true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMagnifyLinear">
      <summary>Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for magnifying textures. </summary>
      <returns>true if the device supports per-stage bilinear interpolation filtering for magnifying textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMagnifyPoint">
      <summary>Gets a value that indicates that the device supports per-stage point-sample filtering for magnifying textures.</summary>
      <returns>true if the device supports per-stage point-sample filtering for magnifying textures; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMagnifyPyramidalQuad">
      <summary>Gets a value that indicates that the device supports per-stage pyramidal sample filtering for magnifying textures.</summary>
      <returns>true if the device supports per-stage pyramidal sample filtering for magnifying textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMinifyAnisotropic">
      <summary>Gets a value that indicates that the device supports per-stage anisotropic filtering for minifying textures. </summary>
      <returns>true if the device supports per-stage anisotropic filtering for minifying textures; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMinifyGaussianQuad">
      <summary>Gets a value indicating whether the device supports per-stage Gaussian quad filtering for minifying textures.</summary>
      <returns>true if the device supports per-stage Gaussian quad filtering for magnifying textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMinifyLinear">
      <summary>Gets a value that indicates that the device supports per-stage bilinear interpolation filtering for minifying textures. </summary>
      <returns>true if the device supports per-stage bilinear interpolation filtering for minifying textures; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMinifyPoint">
      <summary>Gets a value that indicates whether the device supports per-stage point-sample filtering for minifying textures.</summary>
      <returns>true if the device supports per-stage point-sample filtering for minifying textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMinifyPyramidalQuad">
      <summary>Gets a value that indicates that the device supports per-stage pyramidal sample filtering for minifying textures.</summary>
      <returns>true if the device supports per-stage pyramidal sample filtering for minifying textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMipMapLinear">
      <summary>Gets a value that indicates that the device supports per-stage trilinear interpolation filtering for mipmaps.</summary>
      <returns>true if the device supports per-stage trilinear interpolation filtering for mipmaps; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps.SupportsMipMapPoint">
      <summary>Gets a value that indicates that the device supports per-stage point-sample filtering for mipmaps. </summary>
      <returns>true if the device supports per-stage point-sample filtering for mipmaps; false otherwise. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.FilterCaps">
      <summary>Represents texture filter capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCaps.SupportsAlphaCompare">
      <summary>Gets a value indicating whether the device supports alpha-test comparisons.</summary>
      <returns>true if the device supports alpha-test comparisons; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCaps.SupportsAntiAlias">
      <summary>Gets a value indicating whether the device supports antialiased lines.</summary>
      <returns>true if the device supports antialiased lines; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCaps.SupportsBlend">
      <summary>Gets a value indicating whether the device supports source blending.</summary>
      <returns>true if the device supports source blending; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCaps.SupportsDepthBufferTest">
      <summary>Gets a value indicating whether the device supports depth buffer comparisons.</summary>
      <returns>true if the device supports depth buffer comparisons; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCaps.SupportsFog">
      <summary>Gets a value indicating whether the device supports fog.</summary>
      <returns>true if the device supports fog; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCaps.SupportsTextureMapping">
      <summary>Gets a value indicating whether the device supports texture mapping.</summary>
      <returns>true if the device supports texture mapping; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.LineCaps">
      <summary>Represents the capabilities for line-drawing primitives.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.MaxDynamicFlowControlDepth">
      <summary>Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.MaxNumberInstructionSlots">
      <summary>Specifies the maximum number of instruction slots supported.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.MaxNumberTemps">
      <summary>Specifies the maximum number of temporary registers supported.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.MaxStaticFlowControlDepth">
      <summary>Specifies the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.MinDynamicFlowControlDepth">
      <summary>Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.MinNumberInstructionSlots">
      <summary>Specifies the minimum number of instruction slots supported.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.MinNumberTemps">
      <summary>Specifies the minimum number of temporary registers supported.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.MinStaticFlowControlDepth">
      <summary>Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.DynamicFlowControlDepth">
      <summary>Gets a value specifying the dynamic flow control depth.</summary>
      <returns>The dynamic flow control depth.  Must be 0 or 24.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.NumberInstructionSlots">
      <summary>Gets a value specifying the number of instruction slots supported.</summary>
      <returns>The number of instruction slots supported.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.NumberTemps">
      <summary>Gets a value specifying the number of temporary registers supported.</summary>
      <returns>The number of temporary registers supported.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.StaticFlowControlDepth">
      <summary>Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions.</summary>
      <returns>The static flow control depth.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.SupportsArbitrarySwizzle">
      <summary>Gets a value indicating whether arbitrary swizzling is supported.</summary>
      <returns>true if arbitrary swizzling is supported; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.SupportsGradientInstructions">
      <summary>Gets a value indicating whether gradient instructions are supported.</summary>
      <returns>true if gradient instructions are supported; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.SupportsNoDependentReadLimit">
      <summary>Gets a value indicating whether there is a limit on the number of dependent reads per instruction.</summary>
      <returns>true if there is no dependent read limit; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.SupportsNoTextureInstructionLimit">
      <summary>Gets a value indicating whether there is a limit on the number of texture instructions.</summary>
      <returns>true if there is no limit on the number of texture instructions; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps.SupportsPredication">
      <summary>Gets a value indicating whether instruction predication is supported.</summary>
      <returns>true if instruction predication is supported; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PixelShaderCaps">
      <summary>Represents pixel shader capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.HasFogVertexClamped">
      <summary>Gets a value indicating whether the device clamps fog blend factor per vertex.</summary>
      <returns>true if the device clamps fog blend factor per vertex; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.IsNullReference">
      <summary>Gets a value indicating whether the device is a null reference device that does not render.</summary>
      <returns>true if the device is a null reference device; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsBlendOperation">
      <summary>Gets a value indicating whether the device supports blending operations other than BlendFunction.Add.</summary>
      <returns>true if the driver supports other blend operations; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsClipPlaneScaledPoints">
      <summary>Gets a value indicating whether the device correctly clips scaled points of size greater than 1.0 to user-defined clipping planes.</summary>
      <returns>true if the device correctly clips scaled points; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsClipTransformedVertices">
      <summary>Gets a value indicating whether the device clips post-transformed vertex primitives. </summary>
      <returns>true if the device clips post-transformed vertex primitives; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsColorWrite">
      <summary>Gets a value indicating whether the device supports per-channel writes for the render-target color buffer through the RenderState.ColorWriteChannels state.</summary>
      <returns>true if the device supports per-channel writes; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsCullClockwiseFace">
      <summary>Gets a value indicating whether the driver supports clockwise triangle culling through the RenderState.CullMode state.</summary>
      <returns>true if the driver supports clockwise triangle culling; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsCullCounterClockwiseFace">
      <summary>
    Gets a value indicating whether the driver supports counterclockwise triangle culling through the RenderState.CullMode state.
  </summary>
      <returns>true if the driver supports counterclockwise triangle culling; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsCullNone">
      <summary>Gets a value indicating whether the driver does not perform triangle culling.</summary>
      <returns>true if the driver does not perform triangle culling; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsFogAndSpecularAlpha">
      <summary>Gets a value indicating whether the driver supports separate fog and specular alpha. </summary>
      <returns>true if the driver supports separate fog and specular alpha; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsIndependentWriteMasks">
      <summary>Gets a value indicating whether the device supports independent write masks for multiple element textures or multiple render targets.</summary>
      <returns>true if the device supports independent write masks; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsMaskZ">
      <summary>Gets a value indicating whether the device can enable and disable modification of the depth buffer on pixel operations.</summary>
      <returns>true if the device can enable and disable modification of the depth buffer; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsMultipleRenderTargetsIndependentBitDepths">
      <summary>Gets a value indicating whether the device supports different bit depths for multiple render targets.</summary>
      <returns>true if the device supports different bit depths for multiple render targets; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsMultipleRenderTargetsPostPixelShaderBlending">
      <summary>Gets a value indicating whether the device supports post-pixel shader operations for multiple render targets.</summary>
      <returns>true if the device supports post-pixel shader operations for multiple render targets; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsPerStageConstant">
      <summary>Gets a value indicating whether the device supports per-stage constants.</summary>
      <returns>true if the device supports per-stage constants; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsSeparateAlphaBlend">
      <summary>Gets a value indicating whether the device supports separate blend settings for the alpha channel.</summary>
      <returns>true if the device supports separate blend settings for the alpha channel; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps.SupportsTextureStageStateArgumentTemp">
      <summary>Gets a value indicating whether the device supports texture argument values for the temporary register.</summary>
      <returns>true if the device supports texture argument values for the temporary register; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.PrimitiveCaps">
      <summary>Represents driver primitive capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsAnisotropy">
      <summary>Gets a value indicating whether the device supports anisotropic filtering.</summary>
      <returns>true if the device supports anisotropic filtering; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsColorPerspective">
      <summary>
    Gets a value indicating whether the device iterates colors perspective correctly.
  </summary>
      <returns>true if the device iterates colors perspective correctly; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsDepthBias">
      <summary>Gets a value indicating whether the device supports legacy depth bias.</summary>
      <returns>true if the device supports legacy depth bias; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsDepthBufferLessHsr">
      <summary>Gets a value indicating whether the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer.</summary>
      <returns>true if the device can perform hidden-surface removal (HSR) without requiring the application to sort polygons and without requiring the allocation of a depth buffer; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsDepthBufferTest">
      <summary>Gets a value indicating whether the device can perform depth-test operations.</summary>
      <returns>true if the device can perform depth-test operations; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsDepthFog">
      <summary>Gets a value indicating whether the device supports depth-based fog.</summary>
      <returns>true if the device supports depth-based fog; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsFogRange">
      <summary>Gets a value indicating whether the device supports range-based fog.</summary>
      <returns>true if the device supports range-based fog; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsFogTable">
      <summary>Gets a value indicating whether the device calculates the fog value by referring to a lookup table containing fog values that are indexed to the depth of a given pixel.</summary>
      <returns>true if the device calculates the fog value by referring to a lookup table; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsFogVertex">
      <summary>
    Gets a value indicating whether the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization.
  </summary>
      <returns>true if the device calculates the fog value during the lighting operation and interpolates the fog value during rasterization; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsMipMapLevelOfDetailBias">
      <summary>Gets a value indicating whether the device supports level-of-detail bias adjustments.</summary>
      <returns>true if the device supports level-of-detail bias adjustments; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsMultisampleToggle">
      <summary>Gets a value indicating whether the device supports toggling multisampling on and off.</summary>
      <returns>true if the device supports toggling multisampling on and off; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsScissorTest">
      <summary>Gets a value indicating whether the device supports scissor test.</summary>
      <returns>true if the device supports scissor test; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsSlopeScaleDepthBias">
      <summary>Gets a value indicating whether the device performs true slope-scale based depth bias.</summary>
      <returns>true if the device performs true slope-scale based depth bias; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps.SupportsWFog">
      <summary>Gets a value indicating whether the device supports w-based fog. </summary>
      <returns>true if the device supports w-based fog; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.RasterCaps">
      <summary>Represents raster-drawing capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ShadingCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ShadingCaps.SupportsAlphaGouraudBlend">
      <summary>Gets a value indicating whether the device can support an alpha component for Gouraud-blended transparency.</summary>
      <returns>true if can support an alpha component for Gouraud-blended transparency; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ShadingCaps.SupportsColorGouraudRgb">
      <summary>Gets a value indicating whether the device can support colored Gouraud shading.</summary>
      <returns>true if the device can support colored Gouraud shading; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ShadingCaps.SupportsFogGouraud">
      <summary>Gets a value indicating whether the device can support fog in the Gouraud shading mode.</summary>
      <returns>true if the device can support fog in the Gouraud shading mode; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ShadingCaps.SupportsSpecularGouraudRgb">
      <summary>Gets a value indicating whether the device supports Gouraud shading of specular highlights.</summary>
      <returns>true if the device supports Gouraud shading of specular highlights; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.ShadingCaps">
      <summary>Represents shading operations capabilities</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsDecrementSaturation">
      <summary>Gets a value indicating whether the device supports decrementing the stencil-buffer entry, clamping to zero.</summary>
      <returns>true if the device supports the stencil-buffer entry, clamping to zero; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsDecrement">
      <summary>Gets a value indicating whether the device supports decrementing the stencil-buffer entry, wrapping to the maximum value if the new value is less than zero.</summary>
      <returns>true if the device supports decrementing the stencil-buffer entry; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsIncrementSaturation">
      <summary>Gets a value indicating whether the device supports incrementing the stencil-buffer entry, clamping to the maximum value. </summary>
      <returns>true if the device supports incrementing the stencil-buffer entry, clamping to the maximum value; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsIncrement">
      <summary>Gets a value indicating whether the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value. </summary>
      <returns>true if the device supports incrementing the stencil-buffer entry, wrapping to zero if the new value exceeds the maximum value; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsInvert">
      <summary>Gets a value indicating whether the device supports inverting the bits in the stencil-buffer entry.</summary>
      <returns>true if the device supports inverting the bits in the stencil-buffer entry; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsKeep">
      <summary>Gets a value indicating whether the device does not update the entry in the stencil buffer.</summary>
      <returns>true if the device does not update the entry in the stencil buffer; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsReplace">
      <summary>Gets a value indicating whether the device supports replacing the stencil-buffer entry with a reference value.</summary>
      <returns>true if the device supports replacing the stencil-buffer entry with a reference value; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsTwoSided">
      <summary>Gets a value indicating whether the device supports two-sided stencil.</summary>
      <returns>true if the device supports two-sided stencil; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps.SupportsZero">
      <summary>Gets a value indicating whether the device supports setting the stencil-buffer entry to 0.</summary>
      <returns>true if the device supports setting the stencil-buffer entry to 0; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.StencilCaps">
      <summary>Represents driver stencil capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.RequiresCubeMapPower2">
      <summary>
    Gets a value indicating whether the device requires that cube texture maps have dimensions specified as powers of two.
  </summary>
      <returns>true if the device requires that cube texture maps have dimensions specified as powers of two; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.RequiresPower2">
      <summary>Gets a value indicating whether the device only supports textures that are powers of two.</summary>
      <returns>true if the device only supports textures that are powers of two; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.RequiresSquareOnly">
      <summary>Gets a value indicating whether the device requires all textures to be square.</summary>
      <returns>true if the device requires all textures to be square; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.RequiresVolumeMapPower2">
      <summary>
    Gets a value indicating whether the device requires that volume texture maps have dimensions specified as powers of two.
  </summary>
      <returns>true if the device requires that volume texture maps have dimensions specified as powers of two; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsAlpha">
      <summary>Gets a value indicating whether the device supports alpha in texture pixels.</summary>
      <returns>true if the device supports alpha in texture pixels; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsCubeMap">
      <summary>Gets a value indicating whether the device supports cube textures</summary>
      <returns>true if the device supports cube textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsMipCubeMap">
      <summary>Gets a value indicating whether the device supports mipmapped cube textures.</summary>
      <returns>true if the device supports mipmapped cube textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsMipMap">
      <summary>Gets a value indicating whether the device supports mipmapped textures.</summary>
      <returns>true if the device supports mipmapped textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsMipVolumeMap">
      <summary>Gets a value indicating whether the device supports mipmapped volume textures.</summary>
      <returns>true if the device supports mipmapped volume textures; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsNonPower2Conditional">
      <summary>Gets a value indicating whether the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions.</summary>
      <returns>true if the device supports the use of 2D textures with dimensions that are not powers of two, under certain conditions; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsNoProjectedBumpEnvironment">
      <summary>
    Gets a value indicating whether the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders.
  </summary>
      <returns>true if the device does not support a projected bump-environment lookup operation in programmable and fixed-function shaders; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsPerspective">
      <summary>Gets a value indicating whether the device supports perspective correction texturing </summary>
      <returns>true if the device supports perspective correction texturing; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsProjected">
      <summary>Gets a value indicating whether the device supports per pixel projective divide.</summary>
      <returns>true if the device supports supports per pixel projective divide; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsTextureRepeatNotScaledBySize">
      <summary>Gets a value indicating whether the device does not scale texture indices by the texture size prior to interpolation.</summary>
      <returns>true if the device does not scale texture indices by the texture size prior to interpolation; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps.SupportsVolumeMap">
      <summary>Gets a value indicating whether the device supports volume textures.</summary>
      <returns>true if the device supports volume textures; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.TextureCaps">
      <summary>Represents miscellaneous texture-mapping capabilities</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexFormatCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexFormatCaps.SupportsDoNotStripElements">
      <summary>Gets a value indicating whether vertex elements should not be stripped.</summary>
      <returns>true if vertex elements should not be stripped; otherwise false.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexFormatCaps.SupportsPointSize">
      <summary>Gets a value indicating whether point size comes from point size data in the vertex declaration.</summary>
      <returns>true if point size comes from point size data in the vertex declaration; otherwise false.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexFormatCaps">
      <summary>Represents flexible vertex format capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexProcessingCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexProcessingCaps.SupportsLocalViewer">
      <summary>Gets a value indicating whether the device can do local viewer.</summary>
      <returns>true if the device can do local viewer; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexProcessingCaps.SupportsNoTextureGenerationNonLocalViewer">
      <summary>Gets a value indicating whether the device supports texture generation in non-local viewer mode.</summary>
      <returns>true if the device does not support texture generation in non-local viewer mode; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexProcessingCaps.SupportsTextureGenerationSphereMap">
      <summary>
    Gets a value indicating whether the device supports use of the specified texture coordinates for sphere mapping.
  </summary>
      <returns>true if the device supports use of the specified texture coordinates for sphere mapping; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexProcessingCaps.SupportsTextureGeneration">
      <summary>Gets a value indicating whether the device can do texture generation.</summary>
      <returns>true if the device can do texture generation; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexProcessingCaps">
      <summary>Represents vertex processing capabilities.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.MaxDynamicFlowControlDepth">
      <summary>Specifies the maximum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.MaxNumberTemps">
      <summary>Specifies the maximum number of temporary registers supported.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.MaxStaticFlowControlDepth">
      <summary>Specifies the maximum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.MinDynamicFlowControlDepth">
      <summary>Specifies the minimum level of nesting of dynamic flow control instructions (break - vs, break_comp - vs, breakp - vs, if_comp - vs, if_comp - vs, if pred - vs).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.MinNumberTemps">
      <summary>Specifies the minimum number of temporary registers supported.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.MinStaticFlowControlDepth">
      <summary>Specifies the minimum depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.DynamicFlowControlDepth">
      <summary>Gets a value specifying the depth of the dynamic flow control instruction nesting.</summary>
      <returns>The depth of the dynamic flow control instruction nesting; either 0 or 24.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.NumberTemps">
      <summary>Gets a value specifying the number of temporary registers supported.</summary>
      <returns>The number of temporary registers supported.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.StaticFlowControlDepth">
      <summary>Gets a value specifying the depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions.</summary>
      <returns>The depth of nesting of the loop - vs/rep - vs and call - vs/callnz bool - vs instructions.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps.SupportsPredication">
      <summary>Gets a value indicating whether instruction predication is supported.</summary>
      <returns>true if instruction predication is supported; false otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCapabilities.VertexShaderCaps">
      <summary>Represents vertex shader version 2_0 extended capabilities.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCreationParameters.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsAdapter,Microsoft.Xna.Framework.Graphics.DeviceType,System.IntPtr,Microsoft.Xna.Framework.Graphics.CreateOptions)">
      <summary>
    Initializes a new instance of the GraphicsDeviceCreationParameters class.
  </summary>
      <param name="graphicsAdapter">The display adapter.</param>
      <param name="deviceType">The emulated functionality for this device.</param>
      <param name="windowHandle">Window handle to which focus belongs for this Direct3D device.</param>
      <param name="createOptions">Combination of one or more options that control the global behavior of the device.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCreationParameters.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCreationParameters.Adapter">
      <summary>Gets the graphics adapter.</summary>
      <returns>The graphics adapter.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCreationParameters.CreationOptions">
      <summary>Returns the options used to create the device.</summary>
      <returns>The options used to create the device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCreationParameters.DeviceType">
      <summary>Gets a information describing the amount of emulated functionality for the device.</summary>
      <returns>The amount of emulated functionality for the device.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCreationParameters.FocusWindowHandle">
      <summary>Gets a pointer to the window to which focus belongs for the current device.</summary>
      <returns>Value that points to the window to which focus belongs for the device.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceCreationParameters">
      <summary>
    Describes the creation parameters for a device.
  </summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.GraphicsResource.Disposing">
      <summary>
        Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.op_Equality(Microsoft.Xna.Framework.Graphics.GraphicsResource,Microsoft.Xna.Framework.Graphics.GraphicsResource)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current GraphicsResource.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.GraphicsResource.op_Inequality(Microsoft.Xna.Framework.Graphics.GraphicsResource,Microsoft.Xna.Framework.Graphics.GraphicsResource)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsResource.GraphicsDevice">
      <summary>Gets the GraphicsDevice associated with this GraphicsResource.</summary>
      <returns>The GraphicsDevice associated with this GraphicsResource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsResource.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsResource.Name">
      <summary>Gets the name of the resource.</summary>
      <returns>The name of the resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsResource.Priority">
      <summary>Gets or sets the resource-management priority for this resource.</summary>
      <returns>The new resource-management priority for this resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsResource.ResourceType">
      <summary>Gets the type of this resource.</summary>
      <returns>The resource type.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.GraphicsResource.Tag">
      <summary>Gets the resource tags for this resource.</summary>
      <returns>The resource tags.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsResource">
      <summary>Queries and prepares resources.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService.DeviceCreated">
      <summary>The event that occurs when a graphics device is created.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService.DeviceDisposing">
      <summary>The event that occurs when a graphics device is disposing.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService.DeviceResetting">
      <summary>The event that occurs when a graphics device is in the process of resetting.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService.DeviceReset">
      <summary>The event that occurs when a graphics device is reset.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService.GraphicsDevice">
      <summary>Retrieves a graphcs device.</summary>
      <returns>A graphics device.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.IGraphicsDeviceService">
      <summary>
    Defines a mechanism for retrieving GraphicsDevice objects.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage)">
      <summary>Initializes a new instance of the IndexBuffer class.</summary>
      <param name="graphicsDevice">The GraphicsDevice object to associate with the index buffer.</param>
      <param name="indexType">The type to use for index values.</param>
      <param name="elementCount">The number of values in the buffer.</param>
      <param name="usage">A set of options identifying the behaviors of this index buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.ResourceManagementMode)">
      <summary>Initializes a new instance of the IndexBuffer class.</summary>
      <param name="graphicsDevice">The GraphicsDevice object to associate with the index buffer.</param>
      <param name="indexType">The type to use for index values.</param>
      <param name="elementCount">The number of values in the buffer.</param>
      <param name="usage">A set of options identifying the behaviors of this index buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor. If resourceManagementMode is ResourceManagementMode.Automatic, this value cannot be ResourceUsage.Dynamic.</param>
      <param name="resourceManagementMode">The memory management mode to use for this index buffer resource. If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be reinitialized when the graphics device is reset.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.ResourceManagementMode,Microsoft.Xna.Framework.Graphics.IndexElementSize)">
      <summary>Initializes a new instance of the IndexBuffer class. </summary>
      <param name="graphicsDevice">The GraphicsDevice object to associate with the index buffer.</param>
      <param name="sizeInBytes">The size, in bytes, of the index buffer.</param>
      <param name="usage">A set of options identifying the behaviors of this index buffer resource.  It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor.  If resourceManagementMode is ResourceManagementMode.Automatic, this value cannot be ResourceUsage.Dynamic.</param>
      <param name="resourceManagementMode">The memory management mode to use for this index buffer resource.  If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be reinitialized when the graphics device is reset.</param>
      <param name="elementSize">The size, in bits, of an index element.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.IndexElementSize)">
      <summary>Initializes a new instance of the IndexBuffer class. </summary>
      <param name="graphicsDevice">The GraphicsDevice object to associate with the index buffer.</param>
      <param name="sizeInBytes">The size, in bytes, of the index buffer.</param>
      <param name="usage">A set of options identifying the behaviors of this index buffer resource.  It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor.</param>
      <param name="elementSize">The size, in bits, of an index element.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.op_Equality(Microsoft.Xna.Framework.Graphics.IndexBuffer,Microsoft.Xna.Framework.Graphics.IndexBuffer)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.Equals(System.Object)">
      <summary>Gets a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current IndexBuffer.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.GetData``1(System.Int32,``0[],System.Int32,System.Int32)">
      <summary>Copies the index buffer into an array.</summary>
      <param name="offsetInBytes">The number of bytes into the index buffer where copying will start.</param>
      <param name="data">The array to receive index buffer data.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.GetData``1(``0[])">
      <summary>Copies the index buffer into an array.</summary>
      <param name="data">The array to receive index buffer data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.GetData``1(``0[],System.Int32,System.Int32)">
      <summary>Copies the index buffer into an array.</summary>
      <param name="data">The array to receive index buffer data.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.op_Inequality(Microsoft.Xna.Framework.Graphics.IndexBuffer,Microsoft.Xna.Framework.Graphics.IndexBuffer)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.SetData``1(System.Int32,``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Copies array data to the index buffer.</summary>
      <param name="offsetInBytes">The number of bytes into the index buffer where copying will start.</param>
      <param name="data">The array of data to copy.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
      <param name="options">Option that specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using GraphicsDevice.DrawUserIndexedPrimitives instead of setting the data for the index buffer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.SetData``1(``0[])">
      <summary>Copies array data to the index buffer.</summary>
      <param name="data">The array of data to copy.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.SetData``1(``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Copies array data to the index buffer.</summary>
      <param name="data">The array of data to copy.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
      <param name="options">Option that specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using GraphicsDevice.DrawUserIndexedPrimitives instead of setting the data for the index buffer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.IndexBuffer.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.IndexBuffer.IndexElementSize">
      <summary>Gets or sets a value indicating the size of this index element.</summary>
      <returns>The size of this index element.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.IndexBuffer.ResourceManagementMode">
      <summary>
    Gets the memory management mode for this index buffer resource.</summary>
      <returns>
        The memory management mode for this index buffer resource.  If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be re-initialized when the graphics device is reset.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.IndexBuffer.ResourceUsage">
      <summary>Gets a set of options identifying the behaviors of this resource.</summary>
      <returns>A set of options identifying the behaviors of this resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.IndexBuffer.SizeInBytes">
      <summary>Gets the size, in bytes, of this IndexBuffer.</summary>
      <returns>The size, in bytes, of this IndexBuffer.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.IndexBuffer">
      <summary>Describes the rendering order of the vertices in a vertex buffer.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Model.#ctor">
      <summary>Initializes a new instance of Model.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Model.CopyAbsoluteBoneTransformsTo(Microsoft.Xna.Framework.Matrix[])">
      <summary>Copies a transform of each bone in a model relative to all parent bones of the bone into a given array.</summary>
      <param name="destinationBoneTransforms">The array to receive bone transforms.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Model.CopyBoneTransformsFrom(Microsoft.Xna.Framework.Matrix[])">
      <summary>Copies an array of transforms into each bone in the model.</summary>
      <param name="sourceBoneTransforms">An array containing new bone transforms.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Model.CopyBoneTransformsTo(Microsoft.Xna.Framework.Matrix[])">
      <summary>Copies each bone transform relative only to the parent bone of the model to a given array.</summary>
      <param name="destinationBoneTransforms">The array to receive bone transforms.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Model.Bones">
      <summary>Gets a collection of ModelBone objects which describe how each mesh in the Model.Meshes collection for this model relates to its parent mesh.</summary>
      <returns>A collection of ModelBone objects used by this model.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Model.Meshes">
      <summary>Gets a collection of ModelMesh objects which compose the model. Each ModelMesh in a model may be moved independently and may be composed of multiple materials identified as ModelMeshPart objects.</summary>
      <returns>A collection of ModelMesh objects used by this model.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Model.Root">
      <summary>Gets the root bone for this model.</summary>
      <returns>The root bone for this model.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Model.Tag">
      <summary>Gets or sets an object identifying this model.</summary>
      <returns>An object identifying this model.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.Model">
      <summary>Represents a 3D model composed of multiple ModelMesh objects which may be moved independently.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelBone.Children">
      <summary>Gets a collection of bones that are children of this bone.</summary>
      <returns>A collection of bones that are children of this bone.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelBone.Index">
      <summary>Gets the index of this bone in the Model.Bones collection.</summary>
      <returns>The index of this bone in the Model.Bones collection.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelBone.Name">
      <summary>Gets the name of this bone.</summary>
      <returns>The name of this bone.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelBone.Parent">
      <summary>Gets the parent of this bone.</summary>
      <returns>The parent of this bone.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelBone.Transform">
      <summary>Gets or sets the matrix used to transform this bone relative to its parent bone.</summary>
      <returns>The matrix used to transform this bone relative only to its parent bone.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ModelBone">
      <summary>Represents bone data for a model.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.TryGetValue(System.String,Microsoft.Xna.Framework.Graphics.ModelBone@)">
      <summary>Finds a bone with a given name if it exists in the collection.</summary>
      <param name="boneName">The name of the bone to find.</param>
      <param name="value">The bone named boneName, if found.</param>
      <returns>true if the named bone is found, otherwise false.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelBoneCollection.Item(System.String)">
      <summary>Retrieves a ModelBone from the collection, given the name of the bone.</summary>
      <param name="boneName">The name of the bone to retrieve.</param>
      <returns>The ModelBone identified by boneName.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ModelBoneCollection">
      <summary>Represents a set of bones associated with a model.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ModelEffectCollection">
      <summary>Represents a collection of effects associated with a model.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ModelMesh.Draw(Microsoft.Xna.Framework.Graphics.SaveStateMode)">
      <summary>
    Draws all the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings, and specifying options for saving effect state.
  </summary>
      <param name="saveStateMode">The save state options to pass to each ModelMeshPart.Effect.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ModelMesh.Draw">
      <summary>
    Draws all the ModelMeshPart objects in this mesh, using their current ModelMeshPart.Effect settings.
  </summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMesh.BoundingSphere">
      <summary>Gets the Framework.BoundingSphere that contains this mesh.</summary>
      <returns>The Framework.BoundingSphere that contains this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMesh.Effects">
      <summary>Gets a collection of effects associated with this mesh.</summary>
      <returns>A collection of effects associated with this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMesh.IndexBuffer">
      <summary>Gets the index buffer for this mesh.</summary>
      <returns>The index buffer for this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMesh.MeshParts">
      <summary>Gets the ModelMeshPart objects that make up this mesh.  Each part of a mesh is composed of a set of primitives that share the same material.
  </summary>
      <returns>The ModelMeshPart objects that make up this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMesh.Name">
      <summary>Gets the name of this mesh.</summary>
      <returns>The name of this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMesh.ParentBone">
      <summary>Gets the parent bone for this mesh.  The parent bone of a mesh contains a transformation matrix that describes how the mesh is located relative to any parent meshes in a model.</summary>
      <returns>The parent bone for this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMesh.Tag">
      <summary>Gets or sets an object identifying this mesh.</summary>
      <returns>An object identifying this mesh.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMesh.VertexBuffer">
      <summary>Gets the vertex buffer used to render this mesh.</summary>
      <returns>The vertex buffer used to render this mesh.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ModelMesh">
      <summary>Represents a mesh that is part of a Model.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.TryGetValue(System.String,Microsoft.Xna.Framework.Graphics.ModelMesh@)">
      <summary>Finds a mesh with a given name if it exists in the collection.</summary>
      <param name="meshName">The name of the mesh to find.</param>
      <param name="value">The mesh named meshName, if found.</param>
      <returns>true if the named mesh is found; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshCollection.Item(System.String)">
      <summary>Retrieves a ModelMesh from the collection, given the name of the mesh.</summary>
      <param name="meshName">The name of the mesh to retrieve.</param>
      <returns>The ModelMesh identified by meshName.
    </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ModelMeshCollection">
      <summary>Represents a collection of ModelMesh objects.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.BaseVertex">
      <summary>Gets the offset to add to each vertex index in the index buffer.</summary>
      <returns>Offset to add to each vertex index in the index buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.Effect">
      <summary>Gets or sets the material Effect for this mesh part.</summary>
      <returns>The material effect for this mesh part.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.NumVertices">
      <summary>Gets the number of vertices used during a draw call.</summary>
      <returns>The number of vertices used during the call.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.PrimitiveCount">
      <summary>Gets the number of primitives to render.</summary>
      <returns>The number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.StartIndex">
      <summary>Gets the location in the index array at which to start reading vertices.</summary>
      <returns>Location in the index array at which to start reading vertices.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.StreamOffset">
      <summary>Gets the offset in bytes from the beginning of the VertexBuffer.</summary>
      <returns>The offset in bytes from the beginning of the VertexBuffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.Tag">
      <summary>Gets or sets an object identifying this model mesh part.</summary>
      <returns>An object identifying this model mesh part.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.VertexDeclaration">
      <summary>Gets the vertex declaration for this model mesh part.</summary>
      <returns>The vertex declaration for this model mesh part.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ModelMeshPart.VertexStride">
      <summary>Gets the size, in bytes, of the elements in this vertex stream. </summary>
      <returns>The size, in bytes, of the elements in this vertex stream. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ModelMeshPart">
      <summary>
    Represents a batch of geometry information to submit to the graphics device during rendering.  Each Microsoft.Xna.Framework.Graphics.ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple Microsoft.Xna.Framework.Graphics.ModelMeshPart objects, typically based on material information.
  </summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ModelMeshPartCollection">
      <summary>Represents a collection of ModelMeshPart objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.OutOfVideoMemoryException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception.</summary>
      <param name="message">A message that describes the error.</param>
      <param name="inner">The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.OutOfVideoMemoryException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.OutOfVideoMemoryException.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.OutOfVideoMemoryException">
      <summary>The exception that is thrown when Direct3D does not have enough display memory to perform the operation. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Byte[])">
      <summary>Initializes a new instance of the PixelShader class.</summary>
      <param name="graphicsDevice">Device to create the pixel shader.</param>
      <param name="shaderCode">The compiled byte code.  A pixel shader function token array, specifying the blending operations.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.PixelShader.Disposing">
      <summary>
        Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.op_Equality(Microsoft.Xna.Framework.Graphics.PixelShader,Microsoft.Xna.Framework.Graphics.PixelShader)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current PixelShader.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.GetShaderCode">
      <summary>Gets an array of bytes containing the shader code.</summary>
      <returns>The shader code.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.op_Inequality(Microsoft.Xna.Framework.Graphics.PixelShader,Microsoft.Xna.Framework.Graphics.PixelShader)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PixelShader.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PixelShader.GraphicsDevice">
      <summary>Gets the GraphicsDevice associated with this PixelShader. </summary>
      <returns>The GraphicsDevice associated with this PixelShader.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PixelShader.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PixelShader.Name">
      <summary>Returns the name of the pixel shader.</summary>
      <returns>The name of the pixel shader.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PixelShader.Tag">
      <summary>Gets the resource tags.</summary>
      <returns>The resource tags</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PixelShader">
      <summary>Encapsulates the functionality of a pixel shader.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentationParameters.DefaultPresentRate">
      <summary>The default presentation rate.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.Clear">
      <summary>Resets all of the PresentationParameters values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.Clone">
      <summary>Creates a copy of this PresentationParameters object.</summary>
      <returns>
        A copy of this PresentationParameters object.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.op_Equality(Microsoft.Xna.Framework.Graphics.PresentationParameters,Microsoft.Xna.Framework.Graphics.PresentationParameters)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current PresentationParameters.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.op_Inequality(Microsoft.Xna.Framework.Graphics.PresentationParameters,Microsoft.Xna.Framework.Graphics.PresentationParameters)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PresentationParameters.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.AutoDepthStencilFormat">
      <summary>Gets or sets a value specifying the format of the depth-stencil surface that the device will automatically create. </summary>
      <returns>The format of the depth-stencil surface that the device will automatically create.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.BackBufferCount">
      <summary>Gets or sets a value specifying how many back buffers to create.</summary>
      <returns>The number of back buffers to create.  Can be 0, 1, 2, or 3.  0 is considered 1.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.BackBufferFormat">
      <summary>Gets or sets the format of the back buffer.</summary>
      <returns>The format of the back buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.BackBufferHeight">
      <summary>Gets or sets a value indicating the height of the new swap chain's back buffer.</summary>
      <returns>The height of the back buffer, in pixels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.BackBufferWidth">
      <summary>Gets or sets a value indicating the width of the new swap chain's back buffer.</summary>
      <returns>The width of the back buffer, in pixels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.DeviceWindowHandle">
      <summary>Gets or sets the handle to the device window. </summary>
      <returns>The handle to the device window.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.EnableAutoDepthStencil">
      <summary>Gets or sets a value indicating whether Direct3D will manage depth buffers for the application.</summary>
      <returns>true if Direct3D will manage depth buffers for the application; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.FullScreenRefreshRateInHz">
      <summary>Gets or sets a value indicating the rate at which the display adapter will refresh the screen.</summary>
      <returns>The refresh rate in hertz, or 0 in windowed mode.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.IsFullScreen">
      <summary>Gets or sets a value indicating whether the application is in full screen mode.</summary>
      <returns>true if the application is running full screen; false if the application is running in a window.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.MultiSampleQuality">
      <summary>Gets or sets a value indicating the multisample quality level.</summary>
      <returns>The multisample quality level. The valid range is from 0 to one less than the value returned by GraphicsAdapter.CheckDeviceMultiSampleType.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.MultiSampleType">
      <summary>Gets or sets the multisample type.</summary>
      <returns>The multisample type. Must be MultiSampleType.None unless PresentationParameters.SwapEffect has been set to SwapEffect.Discard. Multisampling is supported only if PresentationParameters.SwapEffect is SwapEffect.Discard.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.PresentationInterval">
      <summary>Gets or sets the maximum rate at which the swap chain's back buffers can be presented to the front buffer.</summary>
      <returns>The maximum rate at which the swap chain's back buffers can be presented to the front buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.PresentOptions">
      <summary>Gets or sets miscellaneous presentation flags.</summary>
      <returns>Presentation flags.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PresentationParameters.SwapEffect">
      <summary>Gets or sets the swap effect.</summary>
      <returns>The swap effect to use.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PresentationParameters">
      <summary>Contains presentation parameters.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RasterStatus.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RasterStatus.InVerticalBlank">
      <summary>Gets the status of the vertical blank period.</summary>
      <returns>true if the raster is in the vertical blank period; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RasterStatus.ScanLine">
      <summary>Gets a value that roughly corresponds to the current scan line painted by the raster.</summary>
      <returns>
        Integer that roughly corresponds to the current scan line to set or retrieve.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.RasterStatus">
      <summary>
    Describes the raster status.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderState.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.AlphaBlendEnable">
      <summary>Gets or sets a value to enable alpha-blended transparency. The default value is false.</summary>
      <returns>true if alpha-blended transparency is enabled; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.AlphaBlendOperation">
      <summary>
    Gets or sets the arithmetic operation applied to separate alpha blending. The default is BlendFunction.Add.
  </summary>
      <returns>
        A value from the BlendFunction enumeration.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.AlphaDestinationBlend">
      <summary>
    Gets or sets the separate alpha channel blending factor. This factor represents a destination value by which to multiply the alpha channel only. The default is Blend.One.
  </summary>
      <returns>
        A value from the Blend enumeration. BothSourceAlpha and BothInverseSourceAlpha are not supported on Xbox 360.
    </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.AlphaFunction">
      <summary>
    Gets or sets the comparison function for the alpha test. The default is CompareFunction.Always.
  </summary>
      <returns>
        A member of the CompareFunction enumeration that represents the comparison function to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.AlphaSourceBlend">
      <summary>
    Gets or sets the separate alpha channel blending factor. This factor represents a value by which to multiply the alpha channel only. The default is Blend.One.
  </summary>
      <returns>A value from the Blend enumeration.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.AlphaTestEnable">
      <summary>
    Gets or sets a render state that enables a per-pixel alpha test. The default value is false.
  </summary>
      <returns>true if per-pixel alpha blending is enabled; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.BlendFactor">
      <summary>Gets or sets the color used for a constant-blend factor during alpha blending.  The default is Color.White.</summary>
      <returns>The color used for a constant-blend factor during alpha blending.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.BlendFunction">
      <summary>Gets or sets a value to select the arithmetic operation to apply to the source and destination pixel components when RenderState.AlphaBlendEnable is set to true. The default is BlendFunction.Add.
  </summary>
      <returns>The blending operation to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.ColorWriteChannels1">
      <summary>Gets or sets a value that enables a per-channel write for the render target color buffer.  The default value is ColorWriteChannels.None.</summary>
      <returns>Value of the ColorWriteChannels enumeration that specifies the color channel to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.ColorWriteChannels2">
      <summary>Gets or sets a value that enables a per-channel write for the render target color buffer.  The default value is ColorWriteChannels.None.</summary>
      <returns>Value of the ColorWriteChannels enumeration that specifies the color channel to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.ColorWriteChannels3">
      <summary>Gets or sets a value that enables a per-channel write for the render target color buffer.  The default value is ColorWriteChannels.None.</summary>
      <returns>Value of the ColorWriteChannels enumeration that specifies the color channel to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.ColorWriteChannels">
      <summary>
    Gets or sets a value that enables a per-channel write for the render target color buffer.   The default value is ColorWriteChannels.None.
  </summary>
      <returns>Value of the ColorWriteChannels enumeration that specifies the color channel to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.CounterClockwiseStencilDepthBufferFail">
      <summary>
    Gets or sets the stencil operation to perform if the stencil test passes and the depth-buffer test fails for a counterclockwise triangle.  The default is StencilOperation.Keep.
  </summary>
      <returns>
        The stencil operation to perform.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.CounterClockwiseStencilFail">
      <summary>
    Gets or sets the stencil operation to perform if the stencil test fails for a counterclockwise triangle.  The default is StencilOperation.Keep.
  </summary>
      <returns>
        The stencil operation to perform.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.CounterClockwiseStencilFunction">
      <summary>
    Gets or sets the comparison function to use for counterclockwise stencil tests.  The default is CompareFunction.Always.
  </summary>
      <returns>
        A CompareFunction value indicating which test to perform.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.CounterClockwiseStencilPass">
      <summary>
    Gets or sets the stencil operation to perform if the stencil and z-tests pass for a counterclockwise triangle.  The default is StencilOperation.Keep.
  </summary>
      <returns>
        The stencil operation to perform.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.CullMode">
      <summary>
    Specifies how back-facing triangles are culled, if at all.  The default value is CullMode.CounterClockwise.
  </summary>
      <returns>The culling mode to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.DepthBias">
      <summary>Sets or retrieves the depth bias for polygons.  The default value is 0. </summary>
      <returns>Depth bias for polygons.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.DepthBufferEnable">
      <summary>
    Enables or disables depth buffering.  The default is true.
  </summary>
      <returns>true if depth buffering is enabled; false otherwise.
    </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.DepthBufferFunction">
      <summary>Gets or sets the comparison function for the depth-buffer test.  The default is CompareFunction.LessEqual</summary>
      <returns>Value of a CompareFunction that represents the comparison function to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.DepthBufferWriteEnable">
      <summary>
    Enables or disables writing to the depth buffer.   The default is true.
  </summary>
      <returns>true if writing to the depth buffer is enabled; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.DestinationBlend">
      <summary>
    Gets or sets the color blending factor. This factor represents a value by which to multiply the destination pixel color before adding it to the source pixel to produce a color that is a blend of the two. The default is Blend.Zero.
  </summary>
      <returns>
        A Blend factor to set or get for the destination pixel.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.FillMode">
      <summary>
    Represents the fill mode.  The default is FillMode.Solid.
  </summary>
      <returns>Value of a FillMode that specifies the fill mode to set or get. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.FogColor">
      <summary>[Windows Only] 
    Gets or sets the fog color.  The default value is Color.TransparentBlack.
  </summary>
      <returns>A color that specifies the fog color to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.FogDensity">
      <summary>[Windows Only] Gets or sets the fog density for pixel or vertex fog used in exponential fog modes.  The default value is 1.0f.</summary>
      <returns>Value that represents the fog density to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.FogEnable">
      <summary>[Windows Only] 
    Enables or disables fog blending.  The default is false.
  </summary>
      <returns>true if fog blending is enabled; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.FogEnd">
      <summary>[Windows Only] Gets or sets the depth at which pixel or vertex fog effects end for linear fog mode.  The default value is 1.0f.</summary>
      <returns>Value that represents the ending depth to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.FogStart">
      <summary>[Windows Only] Gets or sets the depth at which pixel or vertex fog effects begin for linear fog mode.  The default value is 0.0f.</summary>
      <returns>Value that represents the beginning depth to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.FogTableMode">
      <summary>[Windows Only] 
    Gets or sets the fog formula to use for pixel fog.  The default is None.
  </summary>
      <returns>Value of a FogMode that specifies the fog mode to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.FogVertexMode">
      <summary>[Windows Only] 
    Gets or sets the fog formula to use for vertex fog.  The default is FogMode.None.
  </summary>
      <returns>
        Value of a FogMode that specifies the fog mode to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.MultiSampleAntiAlias">
      <summary>
    Enables or disables multisample antialiasing.  The default is true.
  </summary>
      <returns>true to enable multisample antialiasing; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.MultiSampleMask">
      <summary>Gets or sets a bitmask controlling modification of the samples in a multisample render target.  The default is 0xffffffff.</summary>
      <returns>A bitmask value controlling write enables for the samples.  Each bit in this mask, starting at the least-significant bit, controls modification of one of the samples in a multisample render target. Thus, for an 8-sample render target, the low byte contains the eight write enables for each of the eight samples. This render state has no effect when rendering to a single sample buffer.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.PointSizeMax">
      <summary>Gets or sets the maximum size of point primitives.  The default is 64.0f.</summary>
      <returns>The maximum size of point primitives. Must be less than or equal to Capabilities.MaxPointSize and greater than or equal to RenderState.PointSizeMin.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.PointSizeMin">
      <summary>Gets or sets the minimum size of point primitives.  The default is 1.0f.</summary>
      <returns>The minimum size of point primitives.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.PointSize">
      <summary>Gets or sets the size to use for point size computation in cases where point size is not specified for each vertex. The default value is the value a driver returns. If a driver returns 0 or 1, the default value is 64, which allows software point size emulation.</summary>
      <returns>This value is in world space units.  </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.PointSpriteEnable">
      <summary>
    Enables or disables full texture mapping on each point.  The default is false.
  </summary>
      <returns>true to set texture coordinates of point primitives so that full textures are mapped on each point; false otherwise.  When false, the vertex texture coordinates are used for the entire point.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.RangeFogEnable">
      <summary>[Windows Only] Gets or sets enabling of range-based vertex fog. The default value is false.</summary>
      <returns>true if range-based vertex fog is enabled; false otherwise.  If false, depth-based fog is used.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.ReferenceAlpha">
      <summary>Specifies a reference alpha value against which pixels are tested when alpha testing is enabled. The default value is 0.</summary>
      <returns>
        Integer that specifies the reference alpha value to set or get.  This is an 8-bit value placed in the low 8 bits of the DWORD render-state value. Values can range from 0x00000000 through 0x000000FF.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.ReferenceStencil">
      <summary>Specifies a reference value to use for the stencil test.  The default is 0.</summary>
      <returns>Integer that specifies the stencil test value to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.ScissorTestEnable">
      <summary>
    Enables or disables scissor testing.  The default is false.
  </summary>
      <returns>true to enable scissor testing; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.SeparateAlphaBlendEnabled">
      <summary>
    Enables or disables the separate blend mode for the alpha channel. The default is false.
  </summary>
      <returns>true to enable the separate blend mode for the alpha channel; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.SlopeScaleDepthBias">
      <summary>Gets or sets a value used to determine how much bias can be applied to coplanar primitives to reduce flimmering z-fighting.  The default is 0.</summary>
      <returns>Value that specifies the slope scale bias to apply.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.SourceBlend">
      <summary>
    Gets or sets the color blending factor. This factor represents a value by which to multiply the source pixel color before adding it to the destination pixel to produce a color that is a blend of the two. The default is Blend.One.
  </summary>
      <returns>
        A Blend factor to set or get for the source pixel.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.StencilDepthBufferFail">
      <summary>
    Gets or sets the stencil operation to perform if the stencil test passes and the depth-test fails.  The default is StencilOperation.Keep.
  </summary>
      <returns>
        The stencil operation to perform.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.StencilEnable">
      <summary>
    Gets or sets stencil enabling.  The default is false.
  </summary>
      <returns>true if stenciling is enabled; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.StencilFail">
      <summary>
    Gets or sets the stencil operation to perform if the stencil test fails.  The default is StencilOperation.Keep.
  </summary>
      <returns>
        The stencil operation to perform.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.StencilFunction">
      <summary>
    Gets or sets the comparison function for the stencil test.  The default is CompareFunction.Always.
  </summary>
      <returns>
        Value of a CompareFunction that represents the comparison function to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.StencilMask">
      <summary>
    Gets or sets the mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test.  The default mask is Int32.MaxValue.
  </summary>
      <returns>Value that represents the mask to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.StencilPass">
      <summary>
    Gets or sets the stencil operation to perform if the stencil test passes.  The default is StencilOperation.Keep.
  </summary>
      <returns>
        The stencil operation to perform.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.StencilWriteMask">
      <summary>
    Gets or sets the write mask applied to values written into the stencil buffer.  The default mask is Int32.MaxValue.
  </summary>
      <returns>Value that represents the write mask to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.TwoSidedStencilMode">
      <summary>
    Enables or disables two-sided stenciling.  The default is false.
  </summary>
      <returns>true to enable two-sided stenciling; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap0">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap10">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap11">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap12">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap13">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>Combination of values from TextureWrapCoordinates to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap14">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap15">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap1">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap2">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap3">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>Combination of values from TextureWrapCoordinates to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap4">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap5">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>Combination of values from TextureWrapCoordinates to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap6">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap7">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap8">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderState.Wrap9">
      <summary>
    Gets or sets the texture-wrapping behavior for multiple sets of texture coordinates.  The default value for this render state is TextureWrapCoordinates.Zero (wrapping disabled in all directions).
  </summary>
      <returns>
        Combination of values from TextureWrapCoordinates to set or get.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.RenderState">
      <summary>Defines the render state of a graphics device.</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.RenderTarget.Disposing">
      <summary>
    Occurs when Microsoft.Xna.Framework.Graphics.RenderTarget.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget.Dispose(System.Boolean)">
      <summary>Releases the unmanaged resources used by the RenderTarget and optionally releases the managed resources. </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget.raise_Disposing(System.Object,System.EventArgs)">
      <summary>Raises the RenderTarget.Disposing event when called from within a derived class. </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget.op_Equality(Microsoft.Xna.Framework.Graphics.RenderTarget,Microsoft.Xna.Framework.Graphics.RenderTarget)">
      <summary>Compares two objects to determine whether they are the same. </summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object. </summary>
      <param name="obj">Object to compare to this RenderTarget.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget.Finalize">
      <summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget.op_Inequality(Microsoft.Xna.Framework.Graphics.RenderTarget,Microsoft.Xna.Framework.Graphics.RenderTarget)">
      <summary>Compares two objects to determine whether they are different. </summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.Format">
      <summary>Gets the format of the render target.</summary>
      <returns>The format of the render target.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.GraphicsDevice">
      <summary>Gets the graphics device associated with this render target resource.</summary>
      <returns>The graphics device associated with this render target resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.Height">
      <summary>Gets the height, in pixels, of this render target.</summary>
      <returns>The height, in pixels, of this render target.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed. </summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.MultiSampleQuality">
      <summary>Gets the number of quality stops available for a given multisample type.</summary>
      <returns>The number of quality stops available for a given multisample type.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.MultiSampleType">
      <summary>Gets the levels of full-scene multisampling that the device can apply.</summary>
      <returns>The levels of full-scene multisampling that the device can apply.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.Name">
      <summary>Gets the name of this render-target resource. </summary>
      <returns>The name of this render-target resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.ResourceManagementMode">
      <summary>Gets the memory management mode for this render-target resource. </summary>
      <returns>The memory management mode for this render-target resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.Tag">
      <summary>Gets the resource tags for this render target.</summary>
      <returns>The resource tags for this render target.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.RenderTarget.Width">
      <summary>Gets the width, in pixels, of this render target.</summary>
      <returns>The width, in pixels, of this render target.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.RenderTarget">
      <summary>Represents a resource that will be written to at the end of a render pass.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>Initializes a new instance of this class.</summary>
      <param name="graphicsDevice">The graphics device to associate with this render target resource.</param>
      <param name="width">Width, in pixels, of the render target.</param>
      <param name="height">Height, in pixels, of the render target.</param>
      <param name="numberLevels">The number of downsampled surfaces to create when preprocessing the texture.  These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size.  The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.
          If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures.</param>
      <param name="format">Surface format of the render target.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32)">
      <summary>Initializes a new instance of this class. </summary>
      <param name="graphicsDevice">The graphics device to associate with this render target resource.</param>
      <param name="width">Width, in pixels, of the render target.</param>
      <param name="height">Height, in pixels, of the render target.</param>
      <param name="numberLevels">The number of downsampled surfaces to create when preprocessing the texture.  These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size.  The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.
          If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures.</param>
      <param name="format">Surface format of the render target.</param>
      <param name="multiSampleType">The levels of full-scene multisampling that the device can apply.</param>
      <param name="multiSampleQuality">The number of quality stops available for a given multisample type.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTarget2D.GetTexture">
      <summary>Gets a copy of the 2D texture associated with this render target.</summary>
      <returns>A copy of the 2D texture associated with this render target.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.RenderTarget2D">
      <summary>Represents a 2D texture resource that will be written to at the end of a render pass.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTargetCube.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>Initializes a new instance of this class.</summary>
      <param name="graphicsDevice">The graphics device to associate with this render target resource.</param>
      <param name="size">The width and height of this cube texture resource, in pixels.</param>
      <param name="numberLevels">The number of downsampled surfaces to create when preprocessing the texture.  These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size.  The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.
          If this is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures.</param>
      <param name="format">Surface format of the render target.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTargetCube.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.MultiSampleType,System.Int32)">
      <summary>Initializes a new instance of this class.</summary>
      <param name="graphicsDevice">The graphics device to associate with this render target resource.</param>
      <param name="size">The width and height of this cube texture resource, in pixels.</param>
      <param name="numberLevels">The number of downsampled surfaces to create when preprocessing the texture.  These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size.  The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.</param>
      <param name="format">Surface format of the render target.</param>
      <param name="multiSampleType">The levels of full-scene multisampling that the device can apply.</param>
      <param name="multiSampleQuality">The number of quality stops available for a given multisample type.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.RenderTargetCube.GetTexture">
      <summary>Gets a copy of the cube texture associated with this render target.</summary>
      <returns>A copy of the cube texture associated with this render target.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.RenderTargetCube">
      <summary>Represents a cubic texture resource that will be written to at the end of a render pass.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ResourceCreatedEventArgs.Resource">
      <summary>The object raising the event.</summary>
      <returns>The object raising the event.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ResourceCreatedEventArgs">
      <summary>Contains event data.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ResourceDestroyedEventArgs.Name">
      <summary>Gets the name of the destroyed resource.</summary>
      <returns>The name of the destroyed resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ResourceDestroyedEventArgs.Tag">
      <summary>Gets the resource manager tag of the destroyed resource.</summary>
      <returns>The resource manager tag of the destroyed resource.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ResourceDestroyedEventArgs">
      <summary>Arguments for a GraphicsDevice.ResourceDestroyed event.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SamplerState.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.AddressU">
      <summary>Gets or sets the texture-address mode for the u-coordinate.</summary>
      <returns>Texture-address mode to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.AddressV">
      <summary>Gets or sets the texture-address mode for the v-coordinate.</summary>
      <returns>Texture-address mode to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.AddressW">
      <summary>Gets or sets the texture-address mode for the w-coordinate.</summary>
      <returns>Texture-address mode to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.BorderColor">
      <summary>Gets or sets the border color.</summary>
      <returns>Border color to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.MagFilter">
      <summary>Gets or sets a magnification filter.</summary>
      <returns>The magnification filter to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.MaxAnisotropy">
      <summary>Gets or sets the maximum anisotropy.  The default value is 0.</summary>
      <returns>The maximum anisotropy value to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.MaxMipLevel">
      <summary>Gets or sets the level of detail (LOD) index of the largest map to use.</summary>
      <returns>The maximum LOD to set or get.  This index value can range from 0 to (n− 1), where n is the largest map.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.MinFilter">
      <summary>Gets or sets a minification filter.</summary>
      <returns>The minification filter to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.MipFilter">
      <summary>Gets or sets a mipmap filter to use during minification.</summary>
      <returns>The minification filter to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerState.MipMapLevelOfDetailBias">
      <summary>Gets or sets the mipmap level of detail (LOD) bias.  The default value is 0.</summary>
      <returns>The mipmap bias to set or get.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SamplerState">
      <summary>Contains sampler states for the device.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SamplerStateCollection.Item(System.Int32)">
      <summary>
    Gets a specific SamplerState object using an index value.
  </summary>
      <param name="index">Index of the object to retrieve.</param>
      <returns>The SamplerState object at the requested index.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SamplerStateCollection">
      <summary>Collection of SamplerState objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.AssembleFromFile(System.IO.Stream,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles a shader from a stream containing shader assembly code (ASM).</summary>
      <param name="shaderSourceCode">Stream that contains the shader data.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="platform">Target platform for the compilation.</param>
      <returns>The compiled shader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.AssembleFromFile(System.String,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles a shader from a file containing shader assembly code (ASM).</summary>
      <param name="shaderFileName">Name of the file containing the compiled shader data.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="platform">Target platform for the compilation.</param>
      <returns>The compiled shader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.AssembleFromFile(System.IO.Stream,System.Int32,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles a shader from a stream containing shader assembly code (ASM), specifying the number of bytes in the stream.</summary>
      <param name="shaderSourceCode">Stream that contains the shader data.</param>
      <param name="numberBytes">The number of bytes in shaderSourceCode.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="platform">Target platform for the compilation.</param>
      <returns>The compiled shader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.AssembleFromSource(System.String,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles a shader from a string containing shader assembly code (ASM).</summary>
      <param name="shaderSourceCode">String that contains the shader data.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="platform">Target platform for compilation.</param>
      <returns>The compiled shader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.CompileFromFile(System.String,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,System.String,Microsoft.Xna.Framework.Graphics.ShaderProfile,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles a shader from file containing the shader source code.</summary>
      <param name="shaderFileName">Name of the file containing the shader source code.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="functionName">The function to be compiled.</param>
      <param name="profile">A shader profile that determines the shader instruction set.</param>
      <param name="platform">The target platform for compilation.</param>
      <returns>The compiled shader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.CompileFromFile(System.IO.Stream,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,System.String,Microsoft.Xna.Framework.Graphics.ShaderProfile,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles a shader from a stream containing the shader source code.</summary>
      <param name="shaderSourceCode">Stream that contains the shader source code.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="functionName">The function to be compiled.</param>
      <param name="profile">A shader profile that determines the shader instruction set.</param>
      <param name="platform">The target platform for compilation.</param>
      <returns>The compiled shader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.CompileFromFile(System.IO.Stream,System.Int32,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,System.String,Microsoft.Xna.Framework.Graphics.ShaderProfile,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles a shader from a stream containing the shader source code, specifying the number of bytes in the stream.</summary>
      <param name="shaderSourceCode">Stream that contains the shader source code.</param>
      <param name="numberBytes">The number of bytes in shaderSourceCode.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="functionName">The function to be compiled.</param>
      <param name="profile">A shader profile that determines the shader instruction set.</param>
      <param name="platform">The target platform for compilation.</param>
      <returns>The compiled shader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.CompileFromSource(System.String,Microsoft.Xna.Framework.Graphics.CompilerMacro[],Microsoft.Xna.Framework.Graphics.CompilerIncludeHandler,Microsoft.Xna.Framework.Graphics.CompilerOptions,System.String,Microsoft.Xna.Framework.Graphics.ShaderProfile,Microsoft.Xna.Framework.TargetPlatform)">
      <summary>[Windows Only] Compiles a shader from a string containing the shader source code.  </summary>
      <param name="shaderSourceCode">String that contains the shader source code.</param>
      <param name="preprocessorDefines">Describes preprocessor definitions used by an effect object.</param>
      <param name="includeHandler">User-implemented interface to provide callbacks for #include directives during shader compilation.</param>
      <param name="options">Compilation optimization options.</param>
      <param name="functionName">The function to be compiled.</param>
      <param name="profile">A shader profile that determines the shader instruction set.</param>
      <param name="platform">Target platform for compilation.</param>
      <returns>The compiled shader.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderCompiler.Disassemble(System.Byte[],System.Boolean,System.String)">
      <summary>[Windows Only] Disassembles a shader.</summary>
      <param name="shaderCode">The shader byte code to disassemble.</param>
      <param name="enableColorCode">Specifies whether to enable color coding to make the disassembly easier to read.</param>
      <param name="comments">A comment string to include at the top of the shader.</param>
      <returns>The disassembled shader.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ShaderCompiler">
      <summary>[Windows Only] Compiles and decompiles high-level shader language (HLSL) shaders.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValueTranspose(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Matrix[])">
      <summary>
    Sets the value of a ShaderConstant to an array of matrices.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">The array of values to set the ShaderConstant to.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValueTranspose(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Sets the value of a ShaderConstant to an matrix.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">The matrix to set the ShaderConstant to.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Quaternion[])">
      <summary>
    Sets the value of a ShaderConstant to an array of Framework.Quaternion objects.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Matrix[])">
      <summary>
    Sets the value of a ShaderConstant to an array of Framework.Matrix objects.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Boolean)">
      <summary>
    Sets the value of a ShaderConstant to a System.Boolean.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Single)">
      <summary>
    Sets the value of a ShaderConstant to a System.Single.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32[])">
      <summary>
    Sets the value of a ShaderConstant to an array of System.Int32 objects.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32)">
      <summary>
    Sets the value of a ShaderConstant to an System.Int32.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Vector3[])">
      <summary>
    Sets the value of a ShaderConstant to an array of Framework.Vector3 objects.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant/</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Vector2[])">
      <summary>
    Sets the value of a ShaderConstant to an array of Framework.Vector2 objects.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Vector4[])">
      <summary>
    Sets the value of a ShaderConstant to an array of Framework.Vector4 objects.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Boolean[])">
      <summary>
    Sets the value of a ShaderConstant to an array of System.Boolean objects.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Quaternion)">
      <summary>
    Sets the value of a ShaderConstant to a Framework.Quaternion.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Vector3)">
      <summary>
    Sets the value of a ShaderConstant to a Framework.Vector3.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Vector2)">
      <summary>
    Sets the value of a ShaderConstant to a Framework.Vector2</summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Vector4)">
      <summary>
    Sets the value of a ShaderConstant to a Framework.Vector4.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Sets the value of a ShaderConstant to a Framework.Matrix.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstant.SetValue(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Single[])">
      <summary>
    Sets the value of a ShaderConstant to an array of System.Single objects.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the ShaderConstant.</param>
      <param name="value">Value to assign to the ShaderConstant.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.ColumnCount">
      <summary>Gets the number of columns in the ShaderConstant.</summary>
      <returns>The number of columns in the ShaderConstant.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.ElementCount">
      <summary>Gets the number of elements in the ShaderConstant.</summary>
      <returns>The number of elements in the ShaderConstant.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.Name">
      <summary>Gets the name of the ShaderConstant.</summary>
      <returns>The name of the ShaderConstant.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.ParameterClass">
      <summary>Gets the EffectParameterClass of the ShaderConstant.</summary>
      <returns>
        The EffectParameterClass of the ShaderConstant.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.ParameterType">
      <summary>Gets the EffectParameterType of the ShaderConstant. </summary>
      <returns>
        The EffectParameterType of the ShaderConstant.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.RegisterCount">
      <summary>Gets the number of registers that contain data.</summary>
      <returns>The number of registers that contain data.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.RegisterIndex">
      <summary>Gets the index of the ShaderConstant in the constant table.</summary>
      <returns>
        The index of the ShaderConstant in the constant table.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.RegisterSet">
      <summary>Gets the data type of the shader register.</summary>
      <returns>The data type of the shader register.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.RowCount">
      <summary>Gets the number of rows in the ShaderConstant.</summary>
      <returns>The number of rows in the ShaderConstant.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.SamplerIndex">
      <summary>Gets the sampler index number of the ShaderConstant from the constant table.</summary>
      <returns>The sampler index number of the ShaderConstant from the constant table.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstant.StructureMemberCount">
      <summary>
    Gets the number of structure member subparameters.
  </summary>
      <returns>The number of structure member subparameters.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ShaderConstant">
      <summary>Describes a shader constant.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantCollection.GetEnumerator">
      <summary>
    Returns an enumerator that can iterate through the ShaderConstantCollection.
  </summary>
      <returns>The iterator.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstantCollection.Count">
      <summary>
    Gets the number of ShaderConstant objects in this ShaderConstantCollection.
  </summary>
      <returns>
        The number of ShaderConstant objects in this ShaderConstantCollection.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstantCollection.Item(System.String)">
      <summary>
    Gets a specific ShaderConstant object using an index value.
  </summary>
      <param name="name">Name of the ShaderConstant to get.</param>
      <returns>
        The ShaderConstant object specified by name.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstantCollection.Item(System.Int32)">
      <summary>
    Gets a specific ShaderConstant object using an index value.
  </summary>
      <param name="index">Index of the ShaderConstant to get.</param>
      <returns>
        The ShaderConstant object at the specified index.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ShaderConstantCollection">
      <summary>Manipulates a collection of ShaderConstant objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.#ctor(System.Byte[])">
      <summary>Initializes a new instance of the ShaderConstantTable class.</summary>
      <param name="code">The shader byte code.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.Disposing">
      <summary>
        Occurs when ShaderConstantTable.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the ShaderConstantTable and optionally releases the managed resources.
  </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the ShaderConstantTable.Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.op_Equality(Microsoft.Xna.Framework.Graphics.ShaderConstantTable,Microsoft.Xna.Framework.Graphics.ShaderConstantTable)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current ShaderConstantTable.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.op_Inequality(Microsoft.Xna.Framework.Graphics.ShaderConstantTable,Microsoft.Xna.Framework.Graphics.ShaderConstantTable)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.SetDefaults(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
      <summary>
    Sets the constants in the ShaderConstantTable to their default values. The default values are declared in the variable declarations in the shader.

  </summary>
      <param name="device">The GraphicsDevice associated with the ShaderConstantTable.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.Constants">
      <summary>Gets a collection of the constants in the ShaderConstantTable.</summary>
      <returns>The collection of constants in the ShaderConstantTable.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.Creator">
      <summary>Gets the name of the constant table creator.
  </summary>
      <returns>The name of the constant table creator.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderConstantTable.Version">
      <summary>Gets the shader version.</summary>
      <returns>The shader version.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ShaderConstantTable">
      <summary>Contains the variables that are used by high-level language shaders and effects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.ShaderSemantic.ToString">
      <summary>[Windows Only] Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderSemantic.UsageIndex">
      <summary>[Windows Only] Gets or sets options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. </summary>
      <returns>Options that modify how the usage is interpreted. The usage and usage index make up a vertex declaration. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.ShaderSemantic.VertexElementUsage">
      <summary>[Windows Only] Gets or sets options that identify how resources are used.</summary>
      <returns>Options that identify how resources are used.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ShaderSemantic">
      <summary>[Windows Only] 
    Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters.

  </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
      <summary>Initializes a new instance of the class, which enables a group of sprites to be drawn using the same settings.</summary>
      <param name="graphicsDevice">The graphics device where sprites will be drawn.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.SpriteBatch.Disposing">
      <summary>
        Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteBlendMode,Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.SaveStateMode,Microsoft.Xna.Framework.Matrix)">
      <summary>Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options.</summary>
      <param name="blendMode">Blending options to use when rendering.</param>
      <param name="sortMode">Sorting options to use when rendering.</param>
      <param name="stateMode">Rendering state options.</param>
      <param name="transformMatrix">A matrix to apply to position, rotation, scale, and depth data passed to SpriteBatch.Draw.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteBlendMode)">
      <summary>Prepares the graphics device for drawing sprites with specified blending options.</summary>
      <param name="blendMode">Blending options to use when rendering.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin(Microsoft.Xna.Framework.Graphics.SpriteBlendMode,Microsoft.Xna.Framework.Graphics.SpriteSortMode,Microsoft.Xna.Framework.Graphics.SaveStateMode)">
      <summary>Prepares the graphics device for drawing sprites with specified blending, sorting, and render state options.</summary>
      <param name="blendMode">Blending options to use when rendering.</param>
      <param name="sortMode">Sorting options to use when rendering.</param>
      <param name="stateMode">Rendering state options.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Begin">
      <summary>Prepares the graphics device for drawing sprites.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="disposing">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.String,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, and color tint.</summary>
      <param name="spriteFont">The sprite font.</param>
      <param name="text">The string to draw.</param>
      <param name="position">The location, in screen coordinates, where the text will be drawn.</param>
      <param name="color">The desired color of the text.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.String,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.Color,System.Single,Microsoft.Xna.Framework.Vector2,System.Single,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
      <summary>Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, and effects.</summary>
      <param name="spriteFont">The sprite font.</param>
      <param name="text">The string to draw.</param>
      <param name="position">The location, in screen coordinates, where the text will be drawn.</param>
      <param name="color">The desired color of the text.</param>
      <param name="rotation">The angle, in radians, to rotate the text around the origin.</param>
      <param name="origin">The origin of the string.  Specify (0,0) for the upper-left corner.</param>
      <param name="scale">Uniform multiple by which to scale the sprite width and height.</param>
      <param name="effects">Rotations to apply prior to rendering.</param>
      <param name="layerDepth">The sorting depth of the sprite, between 0 (front) and 1 (back).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.DrawString(Microsoft.Xna.Framework.Graphics.SpriteFont,System.String,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.Color,System.Single,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
      <summary>Adds a sprite string to the batch of sprites to be rendered, specifying the font, output text, screen position, color tint, rotation, origin, scale, effects, and depth.</summary>
      <param name="spriteFont">The sprite font.</param>
      <param name="text">The string to draw.</param>
      <param name="position">The location, in screen coordinates, where the text will be drawn.</param>
      <param name="color">The desired color of the text.</param>
      <param name="rotation">The angle, in radians, to rotate the text around the origin.</param>
      <param name="origin">The origin of the string.  Specify (0,0) for the upper-left corner.</param>
      <param name="scale">Vector containing separate scalar multiples for the x- and y-axes of the sprite.</param>
      <param name="effects">Rotations to apply prior to rendering.</param>
      <param name="layerDepth">The sorting depth of the sprite, between 0 (front) and 1 (back).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Rectangle,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Graphics.Color,System.Single,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
      <summary>Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination and source rectangles, color tint, rotation, origin, effects, and sort depth.</summary>
      <param name="texture">The sprite texture.</param>
      <param name="destinationRectangle">A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle, the sprite is scaled to fit.</param>
      <param name="sourceRectangle">A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture.</param>
      <param name="color">The color channel modulation to use. Use Color.White for full color with no tinting.</param>
      <param name="rotation">The angle, in radians, to rotate the sprite around the origin.</param>
      <param name="origin">The origin of the sprite.  Specify (0,0) for the upper-left corner.</param>
      <param name="effects">Rotations to apply prior to rendering.</param>
      <param name="layerDepth">The sorting depth of the sprite, between 0 (front) and 1 (back).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination rectangle, and color tint.</summary>
      <param name="texture">The sprite texture.</param>
      <param name="destinationRectangle">A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle, the sprite is scaled to fit.</param>
      <param name="color">The color channel modulation to use. Use Color.White for full color with no tinting.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, and color tint.</summary>
      <param name="texture">The sprite texture.</param>
      <param name="position">The location, in screen coordinates, where the sprite will be drawn.</param>
      <param name="color">The color channel modulation to use. Use Color.White for full color with no tinting.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Graphics.Color,System.Single,Microsoft.Xna.Framework.Vector2,System.Single,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
      <summary>Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, optional source rectangle, color tint, rotation, origin, scale, effects, and sort depth.</summary>
      <param name="texture">The sprite texture.</param>
      <param name="position">The location, in screen coordinates, where the sprite will be drawn.</param>
      <param name="sourceRectangle">A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture.</param>
      <param name="color">The color channel modulation to use. Use Color.White for full color with no tinting.</param>
      <param name="rotation">The angle, in radians, to rotate the sprite around the origin.</param>
      <param name="origin">The origin of the sprite. Specify (0,0) for the upper-left corner.</param>
      <param name="scale">Uniform multiple by which to scale the sprite width and height.</param>
      <param name="effects">Rotations to apply prior to rendering.</param>
      <param name="layerDepth">The sorting depth of the sprite, between 0 (front) and 1 (back).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, and color tint.</summary>
      <param name="texture">The sprite texture.</param>
      <param name="position">The location, in screen coordinates, where the sprite will be drawn.</param>
      <param name="sourceRectangle">A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture.</param>
      <param name="color">The color channel modulation to use. Use Color.White for full color with no tinting.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Rectangle,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Adds a sprite to the batch of sprites to be rendered, specifying the texture, destination and source rectangles, and color tint.</summary>
      <param name="texture">The sprite texture.</param>
      <param name="destinationRectangle">A rectangle specifying, in screen coordinates, where the sprite will be drawn. If this rectangle is not the same size as sourcerectangle the sprite will be scaled to fit.</param>
      <param name="sourceRectangle">A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture.</param>
      <param name="color">The color channel modulation to use. Use Color.White for full color with no tinting.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Rectangle},Microsoft.Xna.Framework.Graphics.Color,System.Single,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Single)">
      <summary>Adds a sprite to the batch of sprites to be rendered, specifying the texture, screen position, source rectangle, color tint, rotation, origin, scale, effects, and sort depth.</summary>
      <param name="texture">The sprite texture.</param>
      <param name="position">The location, in screen coordinates, where the sprite will be drawn.</param>
      <param name="sourceRectangle">A rectangle specifying, in texels, which section of the rectangle to draw. Use null to draw the entire texture.</param>
      <param name="color">The color channel modulation to use. Use Color.White for full color with no tinting.</param>
      <param name="rotation">The angle, in radians, to rotate the sprite around the origin.</param>
      <param name="origin">The origin of the sprite. Specify (0,0) for the upper-left corner.</param>
      <param name="scale">Vector containing separate scalar multiples for the x- and y-axes of the sprite.</param>
      <param name="effects">Rotations to apply before rendering.</param>
      <param name="layerDepth">The sorting depth of the sprite, between 0 (front) and 1 (back).</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteBatch.End">
      <summary>Flushes the sprite batch and restores the device state to how it was before SpriteBatch.Begin was called.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SpriteBatch.GraphicsDevice">
      <summary>Gets the graphics device associated with this SpriteBatch.</summary>
      <returns>
        The graphics device associated with this SpriteBatch.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SpriteBatch.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SpriteBatch.Name">
      <summary>Gets or sets the name of this sprite batch.</summary>
      <returns>The name of this sprite batch.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SpriteBatch.Tag">
      <summary>Gets or sets an object that uniquely identifies this sprite batch.</summary>
      <returns>An object that uniquely identifies this sprite batch.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SpriteBatch">
      <summary>Enables a group of sprites to be drawn using the same settings.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.SpriteFont.MeasureString(System.String)">
      <summary>Returns the height and width of a given string as a Framework.Vector2.</summary>
      <param name="text">The string to measure.</param>
      <returns>The height and width, in pixels, of text, when it is rendered.
    </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SpriteFont.LineSpacing">
      <summary>Gets the height of a line using these font characters.</summary>
      <returns>The height of one line, in pixels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.SpriteFont.Spacing">
      <summary>Gets or sets the spacing of the font characters.</summary>
      <returns>The spacing, in pixels, of the font characters.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SpriteFont">
      <summary>Represents a font texture.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice)">
      <summary>Initializes a new instance of the StateBlock class.</summary>
      <param name="graphicsDevice">The device to associate with the state block.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.StateBlock.Disposing">
      <summary>
        Occurs when StateBlock.Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime (CLR).
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.Apply">
      <summary>Applies the state block to the current StateBlock.GraphicsDevice.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.Capture">
      <summary>Captures the current value of states that are included in a state block.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the StateBlock.Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.op_Equality(Microsoft.Xna.Framework.Graphics.StateBlock,Microsoft.Xna.Framework.Graphics.StateBlock)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current StateBlock.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.op_Inequality(Microsoft.Xna.Framework.Graphics.StateBlock,Microsoft.Xna.Framework.Graphics.StateBlock)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.StateBlock.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.StateBlock.GraphicsDevice">
      <summary>Gets the GraphicsDevice associated with this StateBlock.</summary>
      <returns>
        The GraphicsDevice associated with this StateBlock.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.StateBlock.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.StateBlock.Name">
      <summary>Gets or sets the name of the StateBlock.</summary>
      <returns>
        The name of the StateBlock.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.StateBlock.Tag">
      <summary>Gets or sets the resource manager tag for the StateBlock.</summary>
      <returns>
        The resource manager tag for the StateBlock.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.StateBlock">
      <summary>Encapsulates render states.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.Dispose(System.Boolean)">
      <summary>Releases the unmanaged resources used by this object and optionally releases the managed resources. </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.op_Equality(Microsoft.Xna.Framework.Graphics.Texture,Microsoft.Xna.Framework.Graphics.Texture)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current Texture.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String)">
      <summary>[Windows Only] Creates a texture resource from a file.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32)">
      <summary>[Windows Only] Creates a texture resource from a stream, specifying the number of bytes in the stream.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream that contains the texture data.</param>
      <param name="numberBytes">The number of bytes in textureStream.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Loads a Texture from a file.</summary>
      <param name="graphicsDevice">The GraphicsDevice to associate the texture with.</param>
      <param name="textureStream">The stream to load the texture from.</param>
      <param name="creationParameters">Parameters to use when creating the Texture.</param>
      <returns>The created Texture.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a texture resource from a file, specifying the parameters to be used in creation of the texture.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream)">
      <summary>[Windows Only] Creates a texture resource from a stream.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream that contains the texture data.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,System.Int32,System.Int32,System.Int32)">
      <summary>[Windows Only] Creates a texture resource from a file, specifying the width, height, and depth of the texture in pixels.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <param name="width">The width, in pixels, of the texture.</param>
      <param name="height">The height, in pixels, of the texture.</param>
      <param name="depth">The depth, in pixels, of the texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Loads a Texture from a file.</summary>
      <param name="graphicsDevice">The GraphicsDevice to associate the texture with.</param>
      <param name="textureStream">The stream to load the texture from.</param>
      <param name="numberBytes">The number of bytes in the stream.</param>
      <param name="creationParameters">Parameters to use when creating the Texture.</param>
      <returns>
        The created Texture.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.GenerateMipMaps(Microsoft.Xna.Framework.Graphics.TextureFilter)">
      <summary>Request generation of mipmap sublevels for a render target texture.</summary>
      <param name="filterType">Determines how the texture will be filtered for each mipmap level.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.GetCreationParameters(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String)">
      <summary>[Windows Only] Loads texture creation parameters from a file.</summary>
      <param name="graphicsDevice">The GraphicsDevice to associate with the texture creation parameters.</param>
      <param name="filename">The name of the file to load the creation parameters from.</param>
      <returns>The texture creation parameters.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.GetCreationParameters(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32)">
      <summary>[Windows Only] Loads texture creation parameters from a stream, specifying the number of bytes in the stream.</summary>
      <param name="graphicsDevice">The GraphicsDevice to associate with the texture creation parameters.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <param name="numberBytes">The number of bytes in textureStream</param>
      <returns>The texture creation parameters.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.GetCreationParameters(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream)">
      <summary>[Windows Only] Loads texture creation parameters from a stream.</summary>
      <param name="graphicsDevice">The GraphicsDevice to associate with the texture creation parameters.</param>
      <param name="textureStream">Stream containing the texture creation data.</param>
      <returns>The texture creation parameters.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.GetTextureInformation(System.String)">
      <summary>[Windows Only] Retrieves information about a given image file.</summary>
      <param name="filename">File name of image.</param>
      <returns>A description of the data in the source file.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.GetTextureInformation(System.IO.Stream,System.Int32)">
      <summary>[Windows Only] Retrieves information about a given image file stream, specifying the number of bytes in the stream.</summary>
      <param name="textureStream">Stream containing the image data.</param>
      <param name="numberBytes">The number of bytes in textureStream.</param>
      <returns>A description of the data in the source file.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.GetTextureInformation(System.IO.Stream)">
      <summary>[Windows Only] Retrieves information about a given image file stream.</summary>
      <param name="textureStream">Stream containing the image data.</param>
      <returns>A description of the data in the source file.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.op_Inequality(Microsoft.Xna.Framework.Graphics.Texture,Microsoft.Xna.Framework.Graphics.Texture)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture.Save(System.String,Microsoft.Xna.Framework.Graphics.ImageFileFormat)">
      <summary>[Windows Only] Saves a texture to a file.</summary>
      <param name="filename">The file name of the destination image.</param>
      <param name="format">The file format to use when saving. This function supports saving to all ImageFileFormat  formats except Portable Pixmap (.ppm) and Targa/Truevision Graphics Adapter (.tga).</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture.LevelCount">
      <summary>Gets the number of texture levels in a multilevel texture.</summary>
      <returns>The number of texture levels in the multilevel texture.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture.LevelOfDetail">
      <summary>Gets or sets the most detailed level-of-detail for a managed texture. </summary>
      <returns>The most detailed level-of-detail for a managed texture. </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.Texture">
      <summary>Represents a texture resource.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>
    Creates an uninitialized Texture2D resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice used to display the texture.</param>
      <param name="width">The width of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used.</param>
      <param name="height">The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used.</param>
      <param name="numberLevels">The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size.  The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated.</param>
      <param name="usage">A set of options identifying the behaviors of this texture resource. If the texture is to be used as a destination texture in a call to GraphicsDevice.ResolveBackBuffer, this value must be ResourceUsage.ResolveTarget.</param>
      <param name="format">A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.ResourceManagementMode)">
      <summary>
    Creates an uninitialized Texture2D resource of the given dimensions, specifying the memory management mode for the resource. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture2D.FromFile.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice used to display the texture.</param>
      <param name="width">The width of the texture, in pixels.  This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used.</param>
      <param name="height">The height of the texture, in pixels. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. If this value is 0, a value of 1 is used.</param>
      <param name="numberLevels">The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated.</param>
      <param name="usage">A set of options identifying the behaviors of this texture resource.  If resourceManagementMode is ResourceManagementMode.Automatic, this value cannot be ResourceUsage.Dynamic.  If the texture is to be used as a destination texture in a call to GraphicsDevice.ResolveBackBuffer, this value must be ResourceUsage.ResolveTarget.</param>
      <param name="format">A SurfaceFormat value specifying the requested pixel format for the texture. The returned texture may be of a different format if the device does not support the requested format. Applications should check the format of the returned texture to ensure that it matches the requested format.</param>
      <param name="resourceManagementMode">The memory management mode for this texture resource.  If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be reinitialized when the graphics device is reset.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the Texture2D and optionally releases the managed resources.
  </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.op_Equality(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.Texture2D)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current Texture2D.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.Finalize">
      <summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String)">
      <summary>[Windows Only] Creates a texture resource from a file.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,System.Int32,System.Int32)">
      <summary>[Windows Only] 
    Creates a texture resource from a file, specifying the width and height of the texture in pixels.
  </summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <param name="width">The width, in pixels, of the texture.</param>
      <param name="height">The height, in pixels, of the texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32)">
      <summary>[Windows Only] Creates a texture resource from a stream, specifying the number of bytes in the stream.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <param name="numberBytes">The number of bytes in textureStream.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a texture resource from a file, specifying the parameters to be used in creation of the texture.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream)">
      <summary>[Windows Only] Creates a texture resource from a stream.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the volume texture data.</param>
      <param name="numberBytes">The number of bytes in textureStream.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.GetData``1(System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle},``0[],System.Int32,System.Int32)">
      <summary>Copies texture data into an array.</summary>
      <param name="level">The mipmap level to copy from.</param>
      <param name="rect">The section of the texture to copy.  null indicates the data will be copied from the entire texture.</param>
      <param name="data">The array to receive texture data.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.GetData``1(``0[])">
      <summary>Copies texture data into an array.</summary>
      <param name="data">The array to receive texture data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.GetData``1(``0[],System.Int32,System.Int32)">
      <summary>Copies texture data into an array.</summary>
      <param name="data">The array to receive texture data.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.op_Inequality(Microsoft.Xna.Framework.Graphics.Texture2D,Microsoft.Xna.Framework.Graphics.Texture2D)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SetData``1(System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle},``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Copies array data to the texture.</summary>
      <param name="level">The mipmap level where the data will be placed.</param>
      <param name="rect">The section of the texture where the data will be placed.  null indicates the data will be copied over the entire texture.</param>
      <param name="data">The array of data to copy. If rect is null, the number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height; otherwise, the number of elements in the array should equal the size of the rectangle specified.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
      <param name="options">Option that specifies whether existing data in the buffer will be kept after this operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SetData``1(``0[])">
      <summary>Copies array data to the texture at mipmap level 0.</summary>
      <param name="data">The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.SetData``1(``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Copies array data to the texture at mipmap level 0.</summary>
      <param name="data">The array of data to copy.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy. This must be equal to the size of the texture, which is Texture2D.Width×Texture2D.Height.</param>
      <param name="options">Option that specifies whether existing data in the buffer will be kept after this operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture2D.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture2D.Format">
      <summary>Gets the pixel format of this texture resource.</summary>
      <returns>The pixel format of this texture resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture2D.Height">
      <summary>Gets the height of this texture resource, in pixels.</summary>
      <returns>The height of this texture resource, in pixels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture2D.ResourceManagementMode">
      <summary>Gets the class of memory allocated for this texture resource. </summary>
      <returns>
        The class of memory allocated for this texture resource.  If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be re-initialized when the graphics device is reset.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture2D.ResourceUsage">
      <summary>Gets a set of options identifying the behaviors of this resource.</summary>
      <returns>A set of options identifying the behaviors of this resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture2D.Width">
      <summary>Gets the width of this texture resource, in pixels.</summary>
      <returns>The width of this texture resource, in pixels.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.Texture2D">
      <summary>Represents a 2D grid of texels.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>
    Creates an uninitialized volume texture resource of the given dimensions, specifying the memory management mode for the resource.  To initialize a Texture3D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or Texture3D.FromFile.    
  </summary>
      <param name="graphicsDevice">The GraphicsDevice that will display the volume texture.</param>
      <param name="width">The width, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true.  The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently).  Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead.  The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent.</param>
      <param name="height">The height, in pixels, of the top-level of the volume texture.  This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently).  Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead.  The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent.</param>
      <param name="depth">The depth, in pixels, of the top-level of the volume texture. This value must be a power of two if the GraphicsDeviceCapabilities.TextureCaps.RequiresVolumeMapPower2 property of graphicsDevice is true. The pixel dimensions of subsequent levels will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by two results in 0 (zero), 1 will be taken instead. The maximum dimension that a driver supports (for width, height, and depth) can be found in GraphicsDeviceCapabilities.MaxVolumeExtent.</param>
      <param name="numberLevels">The number of downsampled surfaces to create when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size.  The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all texture sublevels down to 1×1 pixels will be generated for hardware that supports mipmapped textures. Use Texture.LevelCount to see the number of levels generated.</param>
      <param name="usage">A set of options identifying the behaviors of this volume texture resource.</param>
      <param name="format">The format of all levels in the volume texture resource.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the Texture3D and optionally releases the managed resources.
  </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.op_Equality(Microsoft.Xna.Framework.Graphics.Texture3D,Microsoft.Xna.Framework.Graphics.Texture3D)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current Texture3D.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.Finalize">
      <summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String)">
      <summary>[Windows Only] Creates a volume texture resource from a file. </summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32)">
      <summary>[Windows Only] Creates a volume texture resource from a stream, specifying the number of bytes in the stream.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <param name="numberBytes">The number of bytes in textureStream.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a volume texture resource from a stream, specifying the parameters to use for the texture creation.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <param name="creationParameters">Texture creation options.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a volume texture resource from a file, specifying the parameters to be used in creation of the texture.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream)">
      <summary>[Windows Only] Creates a volume texture resource from a stream.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the volume texture data.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,System.Int32,System.Int32,System.Int32)">
      <summary>[Windows Only] Creates a volume texture resource from a file, specifying the width, height, and depth in pixels.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <param name="width">The width, in pixels, of the texture.</param>
      <param name="height">The height, in pixels, of the texture.</param>
      <param name="depth">The depth, in pixels, of the texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a volume texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the volume texture data.</param>
      <param name="numberBytes">The number of bytes in textureStream.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.GetData``1(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,``0[],System.Int32,System.Int32)">
      <summary>Gets a copy of the texture data, specifying the level and dimensions of the volume texture to copy.</summary>
      <param name="level">The mipmap level where the data will be placed.</param>
      <param name="left">Position of the left side of the box on the x-axis.</param>
      <param name="top">Position of the top of the box on the y-axis.</param>
      <param name="right">Position of the right side of the box on the x-axis.</param>
      <param name="bottom">Position of the bottom of the box on the y-axis.</param>
      <param name="front">Position of the front of the box on the z-axis.</param>
      <param name="back">Position of the back of the box on the z-axis.</param>
      <param name="data">An array to fill with data.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.GetData``1(``0[])">
      <summary>Gets a copy of the texture data.</summary>
      <param name="data">An array to fill with data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.GetData``1(``0[],System.Int32,System.Int32)">
      <summary>Gets a copy of the texture data, specifying the starting index and number of elements to copy. </summary>
      <param name="data">An array to fill with data.</param>
      <param name="startIndex">Index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.op_Inequality(Microsoft.Xna.Framework.Graphics.Texture3D,Microsoft.Xna.Framework.Graphics.Texture3D)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.SetData``1(``0[])">
      <summary>Copies array data to the texture at mipmap level 0. </summary>
      <param name="data">The array of data to copy. The number of elements in the array must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.SetData``1(``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Copies array data to the texture at mipmap level 0, specifying the starting index and number of elements to copy. </summary>
      <param name="data">The array of data to copy.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy. This must be equal to the size of the texture, which is Texture3D.Width×Texture3D.Height×Texture3D.Depth.</param>
      <param name="options">Option specifying if existing data in the buffer will be kept after this operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.SetData``1(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,System.Int32,``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Copies array data to the texture, specifying the dimensions of the volume and the mipmap level where the data is to be placed. </summary>
      <param name="level">The mipmap level where the data will be placed.</param>
      <param name="left">Position of the left side of the box on the x-axis.</param>
      <param name="top">Position of the top of the box on the y-axis.</param>
      <param name="right">Position of the right side of the box on the x-axis.</param>
      <param name="bottom">Position of the bottom of the box on the y-axis.</param>
      <param name="front">Position of the front of the box on the z-axis.</param>
      <param name="back">Position of the back of the box on the z-axis.</param>
      <param name="data">The array of data to copy. The number of elements in the array should be equal to the size of the box where the data will be placed.</param>
      <param name="startIndex">The index of the element in the array at which to start copying.</param>
      <param name="elementCount">The number of elements to copy.</param>
      <param name="options">Option specifying whether existing data in the buffer will be kept after this operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Texture3D.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture3D.Depth">
      <summary>Gets the depth of this volume texture resource, in pixels.</summary>
      <returns>The depth of this volume texture resource, in pixels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture3D.Format">
      <summary>Gets the pixel format for this texture resource. </summary>
      <returns>The pixel format of this texture resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture3D.Height">
      <summary>Gets the height of this texture resource, in pixels.</summary>
      <returns>The height of this texture resource, in pixels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture3D.ResourceManagementMode">
      <summary>Gets the memory management mode to use for this volume texture resource. </summary>
      <returns>
        The memory management mode to use for this volume texture resource. If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be re-initialized when the graphics device is reset.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture3D.ResourceUsage">
      <summary>Gets a set of options identifying the behaviors of this resource.</summary>
      <returns>A set of options identifying the behaviors of this resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Texture3D.Width">
      <summary>Gets the width of this texture resource, in pixels.</summary>
      <returns>The width of this texture resource, in pixels.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.Texture3D">
      <summary>Represents a 3D volume of texels.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCollection.Item(System.Int32)">
      <summary>Gets or sets the Texture at the specified sampler number.</summary>
      <param name="index">Zero-based sampler number. Textures are bound to samplers; samplers define sampling state such as the filtering mode and the address wrapping mode. Programmable shaders reference textures using this sampler number.</param>
      <returns>The Texture at the specified index.
    </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.TextureCollection">
      <summary>Represents a collection of Texture objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.#ctor(System.Int32,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.ResourceManagementMode,Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Graphics.FilterOptions,Microsoft.Xna.Framework.Graphics.FilterOptions)">
      <summary>[Windows Only] Creates a new instance of TextureCreationParameters.</summary>
      <param name="width">Width of the texture.</param>
      <param name="height">Height of the texture.</param>
      <param name="depth">Depth of the texture.</param>
      <param name="mipLevels">Number of mip levels in the texture.</param>
      <param name="format">The format of the texture.</param>
      <param name="resourceUsage">A set of options identifying the behaviors of this texture resource.  If resourceManagementMode is ResourceManagementMode.Automatic, this value cannot be ResourceUsage.Dynamic.</param>
      <param name="resourceManagementMode">The memory pool to hold the buffers for this texture resource.   If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be re-initialized when the graphics device is reset.</param>
      <param name="colorKey">The color key of the texture.</param>
      <param name="filter">A set of options controlling how the image is filtered.</param>
      <param name="mipFilter">A set of options controlling how mipmaps are filtered.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.op_Equality(Microsoft.Xna.Framework.Graphics.TextureCreationParameters,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] 
    Determines whether two instances of TextureCreationParameters are equal.
  </summary>
      <param name="left">The object to the left of the equality operator.</param>
      <param name="right">The object to the right of the equality operator.</param>
      <returns>true if left is equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.Equals(System.Object)">
      <summary>[Windows Only] 
    Determines whether the specified System.Object is equal to the TextureCreationParameters.
  </summary>
      <param name="obj">The System.Object to compare with the current TextureCreationParameters.</param>
      <returns>true if the specified System.Object is equal to the current TextureCreationParameters; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.GetHashCode">
      <summary>[Windows Only] Gets the hash code for this instance.</summary>
      <returns>
        A hash code for the current TextureCreationParameters.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.op_Inequality(Microsoft.Xna.Framework.Graphics.TextureCreationParameters,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] 
    Determines whether two instances of TextureCreationParameters are not equal.
  </summary>
      <param name="left">The object to the left of the inequality operator.</param>
      <param name="right">The object to the right of the inequality operator.</param>
      <returns>true if left is not equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.ToString">
      <summary>[Windows Only] 
    Returns a System.String that represents the current TextureCreationParameters.
  </summary>
      <returns>System.String representation of the current TextureCreationParameters.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.ColorKey">
      <summary>[Windows Only] Gets or sets the color value to replace with transparent black.</summary>
      <returns>Color value to replace with transparent black.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.Default">
      <summary>[Windows Only] Gets the default texture creation parameters.</summary>
      <returns>The default parameters.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.Depth">
      <summary>[Windows Only] Gets or sets the depth to create the Texture with.</summary>
      <returns>The depth.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.Filter">
      <summary>[Windows Only] Gets or sets a set of options controlling how the image is filtered.</summary>
      <returns>A set of options controlling how the image is filtered.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.Format">
      <summary>[Windows Only] Gets or sets the format of the texture to be created.</summary>
      <returns>The format of the texture to be created.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.Height">
      <summary>[Windows Only] 
    Gets or sets the height to create a Texture with.
  </summary>
      <returns>The height.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.MipFilter">
      <summary>[Windows Only] Gets or sets a set of options controlling how mipmaps are filtered.</summary>
      <returns>A set of options controlling how mipmaps are filtered.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.MipLevels">
      <summary>[Windows Only] 
    Gets or sets the number of mip levels to create a Texture with.
  </summary>
      <returns>The number of mip levels.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.ResourceManagementMode">
      <summary>[Windows Only] Gets or sets the class of memory allocated for this texture resource.</summary>
      <returns>
        The class of memory allocated for this texture resource.  If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be reinitialized when the graphics device is reset.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.ResourceUsage">
      <summary>[Windows Only] Gets or sets a set of options identifying the behaviors of this resource.</summary>
      <returns>A set of options identifying the behaviors of this resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCreationParameters.Width">
      <summary>[Windows Only] 
    Gets or sets the width to create a Texture with.
  </summary>
      <returns>The width.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.TextureCreationParameters">
      <summary>[Windows Only] Describes the parameters to use when initializing a new instance of a texture.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.SurfaceFormat,Microsoft.Xna.Framework.Graphics.ResourceManagementMode)">
      <summary>
    Creates an uninitialized TextureCube resource of the given dimensions, specifying the resource management mode. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or TextureCube.FromFile.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice that will display the cube texture.</param>
      <param name="edgeLength">The size of the edges of all the top-level faces of the cube texture. The pixel dimensions of subsequent levels of each face will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by 2 results in 0 (zero), 1 will be taken instead.</param>
      <param name="numberLevels">The number of downsampled surfaces to create for each face of the cube texture when preprocessing the texture. These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size. The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all cube texture sublevels down to 1×1 pixels will be generated for each face for hardware that supports mipmapped cube textures. Use Texture.LevelCount to see the number of levels generated.</param>
      <param name="usage">A set of options identifying the behaviors of this resource. If resourceManagementMode is ResourceManagementMode.Automatic, this value cannot be ResourceUsage.Dynamic.</param>
      <param name="format">The format of all levels in the cube texture.</param>
      <param name="resourceManagementMode">The resource management mode to use for this cube texture resource. If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be reinitialized when the graphics device is reset.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>
    Creates an uninitialized TextureCube resource of the specified dimensions. To initialize a Texture2D from an existing file, see the static method Framework.Content.ContentManager.Load``1(System.String) or TextureCube.FromFile.
  </summary>
      <param name="graphicsDevice">The GraphicsDevice that will display the cube texture.</param>
      <param name="edgeLength">The size of the edges of all the top-level faces of the cube texture. The pixel dimensions of subsequent levels of each face will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension clamps at a size of 1 pixel. Thus, if the division by 2 results in 0 (zero), 1 will be taken instead.</param>
      <param name="numberLevels">The number of downsampled surfaces to create for each face of the cube texture when preprocessing the texture.  These smaller versions of the texture, known as mip levels, are used when the texture is minified to fit a smaller area than the original texture size.  The chain of downsampled surfaces associated with a texture is sometimes called a mipmap chain.If numberLevels is zero, all cube texture sublevels down to 1×1 pixels will be generated for each face for hardware that supports mipmapped cube textures. Use Texture.LevelCount to see the number of levels generated.</param>
      <param name="usage">A set of options identifying the behaviors of this resource.</param>
      <param name="format">The format of all levels in the cube texture.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.Dispose(System.Boolean)">
      <summary>
    Releases the unmanaged resources used by the TextureCube and optionally releases the managed resources.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.op_Equality(Microsoft.Xna.Framework.Graphics.TextureCube,Microsoft.Xna.Framework.Graphics.TextureCube)">
      <summary>
    Determines whether the specified cube textures are equal.
  </summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if left is equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.Equals(System.Object)">
      <summary>
    Determines whether the specified System.Object is equal to the TextureCube.
  </summary>
      <param name="obj">true if the specified System.Object is equal to the current TextureCube; false otherwise.</param>
      <returns>true if the specified System.Object is equal to the current TextureCube; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.Finalize">
      <summary>Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String)">
      <summary>[Windows Only] Creates a cube texture resource from a file.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,System.Int32)">
      <summary>[Windows Only] Creates a cube texture resource from a file, specifying the width and height of the texture in pixels.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <param name="size">Width and height of the cube texture, in pixels.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32)">
      <summary>[Windows Only] Creates a texture resource from a stream, specifying the number of bytes in the stream.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <param name="numberBytes">The number of bytes in textureStream.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a texture resource from a stream, specifying the parameters to be used in creation of the texture.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.String,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a texture resource from a file, specifying the parameters to be used in creation of the texture.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="filename">The name of the file containing the texture.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream)">
      <summary>[Windows Only] Creates a cube texture resource from a stream.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the texture data.</param>
      <returns>The cube texture resource that has been created on the specified graphics device. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.FromFile(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.IO.Stream,System.Int32,Microsoft.Xna.Framework.Graphics.TextureCreationParameters)">
      <summary>[Windows Only] Creates a texture resource from a stream, specifying the number of bytes in the stream and the texture creation parameters to use.</summary>
      <param name="graphicsDevice">The graphics device to use to create the texture resource.</param>
      <param name="textureStream">Stream containing the volume texture data.</param>
      <param name="numberBytes">The number of bytes in textureStream.</param>
      <param name="creationParameters">The parameters to use when creating this texture.</param>
      <returns>The volume texture resource that has been created on the specified graphics device.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.GetData``1(Microsoft.Xna.Framework.Graphics.CubeMapFace,``0[])">
      <summary>Returns a copy of the texture data.</summary>
      <param name="faceType">The cube map face type.</param>
      <param name="data">The array into which to copy the data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.GetData``1(Microsoft.Xna.Framework.Graphics.CubeMapFace,``0[],System.Int32,System.Int32)">
      <summary>Returns a copy of the texture data, specifying the start index and number of elements in the vertex buffer.</summary>
      <param name="faceType">The cube map face type.</param>
      <param name="data">The array into which to copy the data.</param>
      <param name="startIndex">Index in the array at which to begin the copy.</param>
      <param name="elementCount">Number of elements in the array.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.GetData``1(Microsoft.Xna.Framework.Graphics.CubeMapFace,System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle},``0[],System.Int32,System.Int32)">
      <summary>Returns a copy of the texture data, specifying the start index, staring offset, number of elements, region to copy, and level where the data is to be placed.</summary>
      <param name="faceType">The cube map face type.</param>
      <param name="level">The mipmap level where the data will be placed.</param>
      <param name="rect">The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture.</param>
      <param name="data">The array into which to copy the data.</param>
      <param name="startIndex">Index in the array at which to begin the copy.</param>
      <param name="elementCount">Number of elements in the array.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>
        A hash code for the current TextureCube.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.op_Inequality(Microsoft.Xna.Framework.Graphics.TextureCube,Microsoft.Xna.Framework.Graphics.TextureCube)">
      <summary>
    Determines whether the specified cube textures are not equal.
  </summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if left is not equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.SetData``1(Microsoft.Xna.Framework.Graphics.CubeMapFace,``0[])">
      <summary>Copies array data to the texture at mipmap level 0. </summary>
      <param name="faceType">The cube map face type.</param>
      <param name="data">The array of data to copy.  The number of elements in the array must be equal to the size of the texture.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.SetData``1(Microsoft.Xna.Framework.Graphics.CubeMapFace,System.Int32,System.Nullable{Microsoft.Xna.Framework.Rectangle},``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Copies array data to the texture, specifying a start offset, mipmap level, and subregion to copy. </summary>
      <param name="faceType">The cube map face type.</param>
      <param name="level">The mipmap level where the data will be placed.</param>
      <param name="rect">The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture.</param>
      <param name="data">The array of data to copy.</param>
      <param name="startIndex">Start offset in the array.</param>
      <param name="elementCount">Number of elements in the array.  The number of elements to copy must be equal to the size of the texture.</param>
      <param name="options">Option specifying if existing data in the buffer will be kept after this operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.SetData``1(Microsoft.Xna.Framework.Graphics.CubeMapFace,``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Copies array data to the texture at mipmap level 0, specifying a start offset. </summary>
      <param name="faceType">The cube map face type.</param>
      <param name="data">The array of data to copy.</param>
      <param name="startIndex">Start offset in the array.</param>
      <param name="elementCount">Number of elements in the array. This must be equal to the size of the texture.</param>
      <param name="options">Option specifying if existing data in the buffer will be kept after this operation.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureCube.ToString">
      <summary>
    Returns a System.String that represents the current TextureCube.
  </summary>
      <returns>
        A System.String that represents the current TextureCube.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCube.Format">
      <summary>Gets the pixel format for this texture resource.</summary>
      <returns>The pixel format of this texture resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCube.ResourceManagementMode">
      <summary>Gets the class of memory allocated for this cube texture resource.</summary>
      <returns>
        The class of memory allocated for this cube texture resource. If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be reinitialized when the graphics device is reset.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCube.ResourceUsage">
      <summary>Gets a set of options identifying the behaviors of this resource. </summary>
      <returns>A set of options identifying the behaviors of this resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureCube.Size">
      <summary>Gets the width and height of this texture resource, in pixels.</summary>
      <returns>The size of this texture resource, in pixels.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.TextureCube">
      <summary>Represents a set of six 2D textures, one for each face of a cube.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureInformation.#ctor(System.Int32,System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SurfaceFormat)">
      <summary>[Windows Only] Initializes a new instance of the TextureInformation class.</summary>
      <param name="width">Width of the texture, in pixels.</param>
      <param name="height">Height of the texture, in pixels.</param>
      <param name="depth">Depth of the texture, in pixels.</param>
      <param name="mipLevels">Number of mip levels in original image.</param>
      <param name="format">Describes the data in the original image.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureInformation.op_Equality(Microsoft.Xna.Framework.Graphics.TextureInformation,Microsoft.Xna.Framework.Graphics.TextureInformation)">
      <summary>[Windows Only] 
    Determines whether two instances of TextureInformation are equal.
  </summary>
      <param name="left">The object to the left of the equality operator.</param>
      <param name="right">The object to the right of the equality operator.</param>
      <returns>true if left is equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureInformation.Equals(System.Object)">
      <summary>[Windows Only] 
    Determines whether the specified System.Object is equal to the TextureInformation.
  </summary>
      <param name="obj">The System.Object to compare with the current TextureInformation.</param>
      <returns>true if the specified System.Object is equal to the current TextureInformation; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureInformation.GetHashCode">
      <summary>[Windows Only] Gets the hash code for this instance.</summary>
      <returns>
        A hash code for the current TextureInformation.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureInformation.op_Inequality(Microsoft.Xna.Framework.Graphics.TextureInformation,Microsoft.Xna.Framework.Graphics.TextureInformation)">
      <summary>[Windows Only] 
    Determines whether two instances of TextureInformation are not equal.
  </summary>
      <param name="left">The object to the left of the inequality operator.</param>
      <param name="right">The object to the right of the inequality operator.</param>
      <returns>true if left is not equal to right; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.TextureInformation.ToString">
      <summary>[Windows Only] Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureInformation.Depth">
      <summary>[Windows Only] Gets or sets the depth of a texture.</summary>
      <returns>The depth of the texture.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureInformation.Format">
      <summary>[Windows Only] Gets or sets the format of the texture.</summary>
      <returns>The format of the texture.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureInformation.Height">
      <summary>[Windows Only] Gets or sets the height, in pixels, of a texture.</summary>
      <returns>The height, in pixels, of the texture.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureInformation.ImageFormat">
      <summary>[Windows Only] Gets the file format of the original image.</summary>
      <returns>The file format of the original image.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureInformation.MipLevels">
      <summary>[Windows Only] Gets or sets the number of mip levels of a texture.</summary>
      <returns>The number of mip levels of the texture.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureInformation.ResourceType">
      <summary>[Windows Only] Gets the type of this resource.</summary>
      <returns>The resource type, identifying this resource as a texture.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.TextureInformation.Width">
      <summary>[Windows Only] Gets or sets the width, in pixels, of a texture.</summary>
      <returns>The width, in pixels, of the texture.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.TextureInformation">
      <summary>[Windows Only] Encapsulates information describing texture resources.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage)">
      <summary>
    Initializes a new instance of the VertexBuffer class, specifying the type and number of vertices in the buffer.
  </summary>
      <param name="graphicsDevice">The graphics device to associate with this vertex buffer.</param>
      <param name="vertexType">The type of vertices in this vertex buffer.</param>
      <param name="elementCount">The number of elements in this vertex buffer.</param>
      <param name="usage">A set of options identifying the behaviors of this vertex buffer resource.  It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Type,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.ResourceManagementMode)">
      <summary>
    Initializes a new instance of the VertexBuffer class, specifying the resource management mode to use for this vertex buffer resource.
  </summary>
      <param name="graphicsDevice">The graphics device to associate with this vertex buffer.</param>
      <param name="vertexType">The type of vertices in this vertex buffer.</param>
      <param name="elementCount">The number of elements in this vertex buffer.</param>
      <param name="usage">A set of options identifying the behaviors of this vertex buffer resource.  It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor.</param>
      <param name="resourceManagementMode">The resource management mode to use for this vertex buffer resource.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage)">
      <summary>
    Initializes a new instance of the VertexBuffer class, specifying the size in bytes of the vertex buffer.
  </summary>
      <param name="graphicsDevice">The graphics device to associate with this vertex buffer.</param>
      <param name="sizeInBytes">The number of bytes to allocate for this vertex buffer.</param>
      <param name="usage">A set of options identifying the behaviors of this vertex buffer resource. It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Int32,Microsoft.Xna.Framework.Graphics.ResourceUsage,Microsoft.Xna.Framework.Graphics.ResourceManagementMode)">
      <summary>
    Initializes a new instance of the VertexBuffer class, specifying the size in bytes and the resource management mode to use for this vertex buffer resource.
  </summary>
      <param name="graphicsDevice">The graphics device to associate with this vertex buffer.</param>
      <param name="sizeInBytes">The number of bytes to allocate for this vertex buffer resource.</param>
      <param name="usage">A set of options identifying the behaviors of this vertex buffer resource.  It is good practice to match the usage parameter with the createOptions parameter in the GraphicsDevice constructor.</param>
      <param name="resourceManagementMode">The resource management mode to use for this vertex buffer resource.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.op_Equality(Microsoft.Xna.Framework.Graphics.VertexBuffer,Microsoft.Xna.Framework.Graphics.VertexBuffer)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current VertexBuffer.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.GetData``1(System.Int32,``0[],System.Int32,System.Int32,System.Int32)">
      <summary>Gets a copy of the vertex buffer data, specifying the start index, starting offset, number of elements, and size of the vertex buffer elements.</summary>
      <param name="offsetInBytes">Starting offset.</param>
      <param name="data">The array into which to copy the vertex buffer data.</param>
      <param name="startIndex">Index of the element in the array at which to start copying.</param>
      <param name="elementCount">Number of elements in the array.</param>
      <param name="vertexStride">Size, in bytes, of an element in the vertex buffer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.GetData``1(``0[])">
      <summary>Gets a copy of the vertex buffer data.</summary>
      <param name="data">The array into which to copy the vertex buffer data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.GetData``1(``0[],System.Int32,System.Int32)">
      <summary>Gets a copy of the vertex buffer data, specifying the start index and number of elements in the vertex buffer.</summary>
      <param name="data">The array into which to copy the vertex buffer data.</param>
      <param name="startIndex">Index of the element in the array at which to start copying.</param>
      <param name="elementCount">Number of elements in the array.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexBuffer,Microsoft.Xna.Framework.Graphics.VertexBuffer)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData``1(System.Int32,``0[],System.Int32,System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Sets the vertex buffer data, specifying the start index, starting offset, number of elements, and size of the vertex buffer elements.</summary>
      <param name="offsetInBytes">Starting offset.</param>
      <param name="data">The array from which to copy the vertex buffer data.</param>
      <param name="startIndex">Index of the element in the array at which to start copying.</param>
      <param name="elementCount">Number of elements in the array.</param>
      <param name="vertexStride">Size, in bytes, of an element in the vertex buffer.</param>
      <param name="options">Option that specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using GraphicsDevice.DrawUserPrimitives``1 or GraphicsDevice.DrawUserIndexedPrimitives instead of setting the data for the vertex buffer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData``1(``0[])">
      <summary>Sets the vertex buffer data.</summary>
      <param name="data">The array from which to copy the vertex buffer data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.SetData``1(``0[],System.Int32,System.Int32,Microsoft.Xna.Framework.Graphics.SetDataOptions)">
      <summary>Sets the vertex buffer data, specifying the start index and number of elements in the vertex buffer.</summary>
      <param name="data">The array from which to copy the vertex buffer data.</param>
      <param name="startIndex">Index of the element in the array at which to start copying.</param>
      <param name="elementCount">Number of elements in the array.</param>
      <param name="options">Option that specifies whether existing data in the buffer will be kept after this operation. Discard is not valid on Xbox 360, but dynamic geometry may be rendered on the Xbox 360 by using GraphicsDevice.DrawUserPrimitives``1 or GraphicsDevice.DrawUserIndexedPrimitives instead of setting the data for the vertex buffer.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexBuffer.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexBuffer.ResourceManagementMode">
      <summary>
    Gets the memory management mode to use for this vertex buffer resource.
  </summary>
      <returns>
        The memory management mode to use for this vertex buffer resource.  If this value is ResourceManagementMode.Automatic, the runtime will recreate the resource when the graphics device is reset.  If this value is ResourceManagementMode.Manual, this resource should be re-initialized when the graphics device is reset.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexBuffer.ResourceUsage">
      <summary>Gets a set of options identifying the behaviors of this resource.</summary>
      <returns>A set of options identifying the behaviors of this resource.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexBuffer.SizeInBytes">
      <summary>Gets the size, in bytes, of this vertex buffer.</summary>
      <returns>The size, in bytes, of the vertex buffer.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexBuffer">
      <summary>Represents a list of 3D vertices to be streamed to the graphics device.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,Microsoft.Xna.Framework.Graphics.VertexElement[])">
      <summary>Initializes a new instance of the VertexDeclaration class.</summary>
      <param name="graphicsDevice">The GraphicsDevice associated with the vertex elements.</param>
      <param name="elements">An array of vertex elements.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Disposing">
      <summary>
        Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.op_Equality(Microsoft.Xna.Framework.Graphics.VertexDeclaration,Microsoft.Xna.Framework.Graphics.VertexDeclaration)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current VertexDeclaration.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.GetVertexElements">
      <summary>Gets the vertex shader declaration.</summary>
      <returns>The array of vertex elements that make up the vertex shader declaration.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.GetVertexStrideSize(Microsoft.Xna.Framework.Graphics.VertexElement[],System.Int32)">
      <summary>Gets the size of a vertex from the vertex declaration. </summary>
      <param name="elements">The vertex declaration.</param>
      <param name="stream">The zero-based stream index.</param>
      <returns>The vertex declaration size, in bytes. </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.GetVertexStrideSize(System.Int32)">
      <summary>Gets the size of a vertex from the vertex declaration. </summary>
      <param name="stream">The zero-based stream index.</param>
      <returns>The vertex declaration size, in bytes.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexDeclaration,Microsoft.Xna.Framework.Graphics.VertexDeclaration)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexDeclaration.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexDeclaration.GraphicsDevice">
      <summary>Gets the GraphicsDevice associated with this vertex declaration.</summary>
      <returns>The GraphicsDevice associated with this vertex declaration.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexDeclaration.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Name">
      <summary>Returns the name of this vertex declaration.</summary>
      <returns>The name of this vertex declaration.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexDeclaration.Tag">
      <summary>Returns the resource tags for this vertex declaration.</summary>
      <returns>The resource tags for this vertex declaration.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexDeclaration">
      <summary>Represents a vertex declaration.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.#ctor(System.Int16,System.Int16,Microsoft.Xna.Framework.Graphics.VertexElementFormat,Microsoft.Xna.Framework.Graphics.VertexElementMethod,Microsoft.Xna.Framework.Graphics.VertexElementUsage,System.Byte)">
      <summary>Initializes a new instance of the VertexElement class.</summary>
      <param name="stream">Stream number (or index) to use.</param>
      <param name="offset">Offset (if any) from the beginning of the stream to the beginning of the vertex data.</param>
      <param name="elementFormat">One of several predefined types that define the vertex data size.</param>
      <param name="elementMethod">The tessellator processing method.  These methods determine how the tessellator interprets/operates on the vertex data.</param>
      <param name="elementUsage">The intended use of the vertex data.</param>
      <param name="usageIndex">Modifies the usage data to allow the user to specify multiple usage types.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.op_Equality(Microsoft.Xna.Framework.Graphics.VertexElement,Microsoft.Xna.Framework.Graphics.VertexElement)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current VertexElement.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexElement,Microsoft.Xna.Framework.Graphics.VertexElement)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexElement.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.Offset">
      <summary>Retrieves or sets the offset (if any) from the beginning of the stream to the beginning of the vertex data.</summary>
      <returns>Offset, in bytes, to the start of the vertex data.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.Stream">
      <summary>Retrieves or sets the stream number (or index) to use.</summary>
      <returns>Stream number (or index) to use.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.UsageIndex">
      <summary>Modifies the usage data to allow the user to specify multiple usage types.</summary>
      <returns>Byte that represents the usage index.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.VertexElementFormat">
      <summary>Gets or sets the format of this vertex element.</summary>
      <returns>The format of this vertex element.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.VertexElementMethod">
      <summary>Gets or sets a value indicating which vertex data to calculate during tessellation.</summary>
      <returns>A value indicating which vertex data to calculate during tessellation.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexElement.VertexElementUsage">
      <summary>Gets or sets a value describing how the vertex element is to be used.</summary>
      <returns>A value describing how the vertex element is to be used.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexElement">
      <summary>Defines input vertex data to the pipeline.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColor.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Graphics.Color)">
      <summary>Initializes a new instance of the VertexPositionColor class.</summary>
      <param name="position">The position of the vertex.</param>
      <param name="color">The color of the vertex.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionColor.Color">
      <summary>The vertex color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionColor.Position">
      <summary>The vertex position.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionColor.VertexElements">
      <summary>An array of two vertex elements describing the position, followed by the color, of this vertex.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColor.op_Equality(Microsoft.Xna.Framework.Graphics.VertexPositionColor,Microsoft.Xna.Framework.Graphics.VertexPositionColor)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColor.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current VertexPositionColor.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColor.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColor.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexPositionColor,Microsoft.Xna.Framework.Graphics.VertexPositionColor)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColor.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexPositionColor.SizeInBytes">
      <summary>Gets the size of the VertexPositionColor class.</summary>
      <returns>The size of the vertex, in bytes.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexPositionColor">
      <summary>Describes a custom vertex format structure that contains position and color information. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Graphics.Color,Microsoft.Xna.Framework.Vector2)">
      <summary>
    Initializes a new instance of the VertexPositionColorTexture class.
  </summary>
      <param name="position">Position of the vertex.</param>
      <param name="color">Color of the vertex.</param>
      <param name="textureCoordinate">Texture coordinate of the vertex.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.Color">
      <summary>The vertex color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.Position">
      <summary>The vertex position.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.TextureCoordinate">
      <summary>The texture coordinates.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.VertexElements">
      <summary>An array of three vertex elements describing the position, texture coordinate, and color of this vertex.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.op_Equality(Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture,Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current VertexPositionColorTexture.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture,Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture.SizeInBytes">
      <summary>
    Gets the size of the VertexPositionColorTexture class.
  </summary>
      <returns>The size of the vertex, in bytes.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexPositionColorTexture">
      <summary>Describes a custom vertex format structure that contains position, color, and one set of texture coordinates.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector2)">
      <summary>
    Initializes a new instance of the VertexPositionNormalTexture class.
  </summary>
      <param name="position">Position of the vertex.</param>
      <param name="normal">The vertex normal.</param>
      <param name="textureCoordinate">The texture coordinate.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.Normal">
      <summary>The vertex normal.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.Position">
      <summary>The vertex position.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.TextureCoordinate">
      <summary>The texture coordinates.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.VertexElements">
      <summary>An array of three vertex elements describing the position, normal, and texture coordinate of this vertex.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.op_Equality(Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture,Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current VertexPositionNormalTexture.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture,Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture.SizeInBytes">
      <summary>
    Gets the size of the VertexPositionNormalTexture class.
  </summary>
      <returns>The size of the vertex, in bytes.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexPositionNormalTexture">
      <summary>Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.#ctor(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Vector2)">
      <summary>
    Initializes a new instance of the VertexPositionTexture class.
  </summary>
      <param name="position">Position of the vertex.</param>
      <param name="textureCoordinate">Texture coordinate of the vertex.</param>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.Position">
      <summary>The vertex position.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.TextureCoordinate">
      <summary>The texture coordinates.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.VertexElements">
      <summary>An array of two vertex elements describing the position, followed by the texture coordinate, of this vertex.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.op_Equality(Microsoft.Xna.Framework.Graphics.VertexPositionTexture,Microsoft.Xna.Framework.Graphics.VertexPositionTexture)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current VertexPositionTexture.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexPositionTexture,Microsoft.Xna.Framework.Graphics.VertexPositionTexture)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexPositionTexture.SizeInBytes">
      <summary>
    Gets the size of the VertexPositionTexture class.
  </summary>
      <returns>The size of the vertex, in bytes.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexPositionTexture">
      <summary>Describes a custom vertex format structure that contains position and one set of texture coordinates.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.#ctor(Microsoft.Xna.Framework.Graphics.GraphicsDevice,System.Byte[])">
      <summary>Initializes a new instance of the VertexShader class.</summary>
      <param name="graphicsDevice">The GraphicsDevice to associate with this VertexShader.</param>
      <param name="shaderCode">The compiled byte code. An array of tokens that represents the vertex shader, including embedded debug and symbol table information.</param>
    </member>
    <member name="E:Microsoft.Xna.Framework.Graphics.VertexShader.Disposing">
      <summary>
        Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.Dispose(System.Boolean)">
      <summary>
        Immediately releases the unmanaged resources used by this object.
      </summary>
      <param name="">true to release both managed and unmanaged resources; false to release only unmanaged resources.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.raise_Disposing(System.Object,System.EventArgs)">
      <summary>
        Raises the Disposing event when called from within a derived class.
      </summary>
      <param name="value0">Invoking object reference; should be this object.</param>
      <param name="value1">Arguments to pass to the event handler.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.op_Equality(Microsoft.Xna.Framework.Graphics.VertexShader,Microsoft.Xna.Framework.Graphics.VertexShader)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="left">Object to the left of the equality operator.</param>
      <param name="right">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The System.Object to compare with the current VertexShader.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.Finalize">
      <summary>
        Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object.
      </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.GetShaderCode">
      <summary>Gets the shader byte code.</summary>
      <returns>The shader byte code.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.op_Inequality(Microsoft.Xna.Framework.Graphics.VertexShader,Microsoft.Xna.Framework.Graphics.VertexShader)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="left">Object to the left of the inequality operator.</param>
      <param name="right">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexShader.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexShader.GraphicsDevice">
      <summary>Gets the GraphicsDevice associated with this VertexShader. </summary>
      <returns>The GraphicsDevice associated with this VertexShader.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexShader.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed.</summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexShader.Name">
      <summary>Gets the name of this vertex shader.</summary>
      <returns>The name of this vertex shader.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexShader.Tag">
      <summary>Gets the resource tags for this vertex shader.</summary>
      <returns>The resource tags for this vertex shader.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexShader">
      <summary>Encapsulates the functionality of a vertex shader.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexStream.SetFrequencyOfIndexData(System.Int32)">
      <summary>[Windows Only] Sets the stream source frequency divider value for the index data. This may be used to draw several instances of geometry.</summary>
      <param name="frequency">Frequency of index data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexStream.SetFrequencyOfInstanceData(System.Int32)">
      <summary>[Windows Only] Sets the stream source frequency divider value for the instance data. This may be used to draw several instances of geometry.</summary>
      <param name="frequency">Frequency of instance data.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexStream.SetFrequency(System.Int32)">
      <summary>[Windows Only] Sets the stream source frequency divider value. This may be used to draw several instances of geometry.</summary>
      <param name="frequency">Frequency divider value.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.VertexStream.SetSource(Microsoft.Xna.Framework.Graphics.VertexBuffer,System.Int32,System.Int32)">
      <summary>Sets the source of the vertex stream.</summary>
      <param name="vb">The vertex buffer source.</param>
      <param name="offsetInBytes">The starting offset.</param>
      <param name="vertexStride">The size, in bytes, of the elements in the vertex buffer.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexStream.OffsetInBytes">
      <summary>Gets the starting offset of the vertex stream.</summary>
      <returns>Starting offset of the vertex stream.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexStream.VertexBuffer">
      <summary>Gets the vertex buffer associated with this vertex stream.</summary>
      <returns>Vertex buffer associated with this vertex stream.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexStream.VertexStride">
      <summary>Gets the size, in bytes, of the elements in this vertex stream.</summary>
      <returns>Size, in bytes, of the elements in this vertex stream.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexStream">
      <summary>Represents a vertex stream.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.VertexStreamCollection.Item(System.Int32)">
      <summary>Returns the VertexStream at the specified index.</summary>
      <param name="index">Index of the VertexStream to return.</param>
      <returns>The vertex stream at the requested index.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexStreamCollection">
      <summary>Collection of VertexStream objects.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Viewport.Project(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Projects a 3D vector from object space into screen space.
  </summary>
      <param name="source">The vector to project.</param>
      <param name="projection">The projection matrix.</param>
      <param name="view">The view matrix.</param>
      <param name="world">The world matrix.</param>
      <returns>The vector in screen space.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Viewport.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.Viewport.Unproject(Microsoft.Xna.Framework.Vector3,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix,Microsoft.Xna.Framework.Matrix)">
      <summary>
    Projects a vector from screen space into object space.
  </summary>
      <param name="source">The vector to project.</param>
      <param name="projection">The projection matrix.</param>
      <param name="view">The view matrix.</param>
      <param name="world">The world matrix.</param>
      <returns>The vector in object space.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Viewport.Height">
      <summary>Gets or sets the height dimension of the viewport on the render-target surface, in pixels.</summary>
      <returns>The height, in pixels, of the viewport to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Viewport.MaxDepth">
      <summary>Gets or sets the maximum depth of the clip volume.</summary>
      <returns>The maximum depth of the clipping volume.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Viewport.MinDepth">
      <summary>Gets or sets the minimum depth of the clip volume.</summary>
      <returns>The minimum depth of the clipping volume.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Viewport.Width">
      <summary>Gets or sets the width dimension of the viewport on the render-target surface, in pixels.</summary>
      <returns>The width, in pixels, of the viewport to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Viewport.X">
      <summary>Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface.</summary>
      <returns>The upper-left corner of the viewport to set or get.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.Viewport.Y">
      <summary>Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface.</summary>
      <returns>The upper-left corner of the viewport to set or get.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.Viewport">
      <summary>Defines the window dimensions of a render-target surface onto which a 3D volume projects.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.BlendFunction">
      <summary>Defines how to combine a source color with the destination color already on the render target for color blending.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.Add">
      <summary>The result is the destination added to the source.Result = (Source Color * Source Blend) + 
        (Destination Color * Destination Blend)</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.Max">
      <summary>The result is the maximum of the source and destination.Result = max( (Source Color * Source Blend), 
        (Destination Color * Destination Blend) )</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.Min">
      <summary>The result is the minimum of the source and destination.Result = min( (Source Color * Source Blend), 
        (Destination Color * Destination Blend) )</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.ReverseSubtract">
      <summary>The result is the source subtracted from the destination.Result = (Destination Color * Destination Blend) −(Source Color * Source Blend)</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.BlendFunction.Subtract">
      <summary>The result is the destination subtracted from the source.Result = (Source Color * Source Blend) − 
        (Destination Color * Destination Blend)</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.Blend">
      <summary>Defines color blending factors. </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.Zero">
      <summary>Each component of the color is multiplied by (0, 0, 0, 0).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.One">
      <summary>Each component of the color is multiplied by (1, 1, 1, 1).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.SourceColor">
      <summary>Each component of the color is multiplied by the source color.  This can be represented as (Rs, Gs, Bs, As), where R, G, B, and A respectively stand for the red, green, blue, and alpha source values.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseSourceColor">
      <summary>Each component of the color is multiplied by the inverse of the source color.  This can be represented as (1 − Rs, 1 − Gs, 1 − Bs, 1 − As) where R, G, B, and A respectively stand for the red, green, blue, and alpha destination values.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.SourceAlpha">
      <summary>Each component of the color is multiplied by the alpha value of the source.  This can be represented as (As, As, As, As), where As is the alpha source value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseSourceAlpha">
      <summary>Each component of the color is multiplied by the inverse of the alpha value of the source.  This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), where As is the alpha destination value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.DestinationAlpha">
      <summary>Each component of the color is multiplied by the alpha value of the destination. This can be represented as (Ad, Ad, Ad, Ad), where Ad is the destination alpha value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseDestinationAlpha">
      <summary>Each component of the color is multiplied by the inverse of the alpha value of the destination. This can be represented as (1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad), where Ad is the alpha destination value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.DestinationColor">
      <summary>Each component color is multiplied by the destination color. This can be represented as (Rd, Gd, Bd, Ad), where R, G, B, and A respectively stand for red, green, blue, and alpha destination values.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseDestinationColor">
      <summary>Each component of the color is multiplied by the inverse of the destination color. This can be represented as (1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad), where Rd, Gd, Bd, and Ad respectively stand for the red, green, blue, and alpha destination values.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.SourceAlphaSaturation">
      <summary>Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. This can be represented as (f, f, f, 1), where f = min(A, 1 − Ad).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.BothInverseSourceAlpha">
      <summary>(Win32 only) Each component of the source color is multiplied by the inverse of the alpha of the source color, and each component of the destination color is multiplied by the alpha of the source color. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), with a destination blend factor of (As, As, As, As); the destination blend selection is overridden. This blend mode is supported only for the RenderState.SourceBlend render state.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.BlendFactor">
      <summary>Each component of the color is multiplied by a constant set in RenderState.BlendFactor.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.InverseBlendFactor">
      <summary>Each component of the color is multiplied by the inverse of a constant set in RenderState.BlendFactor. This blend mode is supported only if GraphicsDeviceCapabilities.BlendCaps.SupportsBlendFactor is true in the GraphicsDeviceCapabilities.SourceBlendCapabilities or GraphicsDeviceCapabilities.DestinationBlendCapabilities properties.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.Blend.BothSourceAlpha">
      <summary>This mode is obsolete. The same effect can be achieved by setting the source and destination blend factors to SourceAlpha and InverseSourceAlpha in separate calls.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ClearOptions">
      <summary>Specifies the buffer to use when calling GraphicsDevice.Clear.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ClearOptions.DepthBuffer">
      <summary>A depth buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ClearOptions.Stencil">
      <summary>A stencil buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ClearOptions.Target">
      <summary>A render target.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ColorWriteChannels">
      <summary>Defines the color channels that can be chosen for a per-channel write to a render target color buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.All">
      <summary>All buffer channels.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.Alpha">
      <summary>Alpha channel of a buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.Blue">
      <summary>Blue channel of a buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.Green">
      <summary>Green channel of a buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.None">
      <summary>No channel selected.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ColorWriteChannels.Red">
      <summary>Red channel of a buffer.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CompareFunction">
      <summary>Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Always">
      <summary>Always pass the test.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Equal">
      <summary>Accept the new pixel if its value is equal to the value of the current pixel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Greater">
      <summary>Accept the new pixel if its value is greater than the value of the current pixel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.GreaterEqual">
      <summary>Accept the new pixel if its value is greater than or equal to the value of the current pixel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Less">
      <summary>Accept the new pixel if its value is less than the value of the current pixel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.LessEqual">
      <summary>Accept the new pixel if its value is less than or equal to the value of the current pixel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.Never">
      <summary>Always fail the test.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompareFunction.NotEqual">
      <summary>Accept the new pixel if its value does not equal the value of the current pixel.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandlerType">
      <summary>[Windows Only] Identifies an include file as a local or system resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandlerType.Local">
      <summary>A local resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerIncludeHandlerType.System">
      <summary>A system resource.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CompilerOptions">
      <summary>Defines optimization options that may be chosen for shader and effect code compilation.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.AvoidFlowControl">
      <summary>Hints to the compiler to avoid using flow-control instructions.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.Debug">
      <summary>Inserts debug file name, line numbers, and type and symbol information during shader compile.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.ForcePixelShaderSoftwareNoOptimizations">
      <summary>Forces the compiler to compile against the next highest available software target for pixel shaders. This flag also turns optimizations off and debugging on.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.ForceVertexShaderSoftwareNoOptimizations">
      <summary>Forces the compiler to compile against the next highest available software target for vertex shaders. This flag also turns optimizations off and debugging on.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.None">
      <summary>No options specified.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.NoPreShader">
      <summary>Disables preshaders. The compiler will not pull out static expressions for evaluation on the host CPU. Additionally, the compiler will not loft any expressions when compiling stand-alone functions.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.NotCloneable">
      <summary>Indicates the effect will be non-cloneable and will not contain any shader binary data. Setting this flag reduces effect memory usage by about 50 percent because it eliminates the need for the effect system to keep a copy of the shaders in memory.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.PackMatrixColumnMajor">
      <summary>Unless explicitly specified, matrices will be packed in column major order (each vector will be in a single column) when passed to and from the shader. This is generally more efficient because it allows vector-matrix multiplication to be performed using a series of dot products.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.PackMatrixRowMajor">
      <summary>Unless explicitly specified, matrices will be packed in row major order (each vector will be in a single row) when passed to or from the shader.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.PartialPrecision">
      <summary>Forces all computations in the resulting shader to occur at partial precision. This may result in faster evaluation of shaders on some hardware.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.PreferFlowControl">
      <summary>Hints to the compiler to prefer using flow-control instructions.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.SkipOptimization">
      <summary>Instructs the compiler to skip optimization steps during code generation. Unless you are trying to isolate a problem in your code and you suspect the compiler, using this option is not recommended.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CompilerOptions.SkipValidation">
      <summary>Do not validate the generated code against known capabilities and constraints. This option is recommended only when compiling shaders that are known to work (that is, shaders that have compiled before without this option). Shaders are always validated by the runtime before they are set to the device.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CreateOptions">
      <summary>Defines options to control the focus behavior and vertex processing of a graphics device.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CreateOptions.HardwareVertexProcessing">
      <summary>Specifies hardware vertex processing.  If a GraphicsDevice is created with this option, vertex processing is done in hardware and cannot be changed.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CreateOptions.MixedVertexProcessing">
      <summary>Specifies mixed vertex processing (both software and hardware).  If a GraphicsDevice is created with this option, vertex processing is done in hardware by default, and can be switched between software and hardware. An application can create a mixed-mode GraphicsDevice to use both software and hardware vertex processing. Use this property to switch between the two vertex processing modes.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CreateOptions.None">
      <summary>No options specified.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CreateOptions.NoWindowChanges">
      <summary>Indicates to the Microsoft Direct3D runtime not to alter the focus window in any way. Use with caution! The burden of supporting focus management events (ALT+TAB, and so on) falls on the application, and appropriate responses (switching display mode, and so on) should be coded.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CreateOptions.SinglePrecision">
      <summary>Forces single-precision processing, setting the floating-point unit to single-precision round-to-nearest mode.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CreateOptions.SingleThreaded">
      <summary>Forces single-threaded processing.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CreateOptions.SoftwareVertexProcessing">
      <summary>Specifies software vertex processing.  If a GraphicsDevice is created with this option, vertex processing is done in software and cannot be changed.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CubeMapFace">
      <summary>Defines the faces of a cube map in the TextureCube class type.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.NegativeX">
      <summary>Negative x-face of the cube map.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.NegativeY">
      <summary>Negative y-face of the cube map.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.NegativeZ">
      <summary>Negative z-face of the cube map.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.PositiveX">
      <summary>Positive x-face of the cube map.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.PositiveY">
      <summary>Positive y-face of the cube map.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CubeMapFace.PositiveZ">
      <summary>Positive z-face of the cube map.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.CullMode">
      <summary>Defines winding orders that may be used to identify back faces for culling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CullMode.CullClockwiseFace">
      <summary>Cull back faces with clockwise vertices.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CullMode.CullCounterClockwiseFace">
      <summary>Cull back faces with counterclockwise vertices.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.CullMode.None">
      <summary>Do not cull back faces.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DepthFormat">
      <summary>Defines the format of data in a depth buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth15Stencil1">
      <summary>A 16-bit depth-buffer bit depth in which 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth16">
      <summary>A 16-bit depth-buffer bit depth.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth24">
      <summary>A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth24Stencil4">
      <summary>A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 4 bits for the stencil channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth24Stencil8">
      <summary>A nonlockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20E4) and 8 bits of stencil.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth24Stencil8Single">
      <summary>A 32-bit depth-buffer bit depth that uses 24 bits for the depth channel and 8 bits for the stencil channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Depth32">
      <summary>a 32-bit depth-buffer bit depth.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DepthFormat.Unknown">
      <summary>Format is unknown.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.DeviceType">
      <summary>Specifies the type of device driver.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DeviceType.Hardware">
      <summary>A hardware device. Using the flag to get direct access to the video hardware.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DeviceType.NullReference">
      <summary>A null device. This is a reference device that can do everything except render a scene.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.DeviceType.Reference">
      <summary>A reference device. Use this flag to create a software emulated device.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectParameterClass">
      <summary>Defines classes that can be used for effect parameters or shader constants.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.MatrixColumns">
      <summary>Constant is a column major matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.MatrixRows">
      <summary>Constant is a row major matrix.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Object">
      <summary>Constant is either a texture, a shader, or a string.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Scalar">
      <summary>Constant is a scalar.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Struct">
      <summary>Constant is a structure.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterClass.Vector">
      <summary>Constant is a vector.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.EffectParameterType">
      <summary>Defines types that can be used for effect parameters or shader constants.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Bool">
      <summary>Parameter is a Boolean. Any nonzero value passed in will be mapped to 1 (TRUE) before being written into the constant table; otherwise, the value will be set to 0 in the constant table.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Int32">
      <summary>Parameter is an integer. Any floating-point values passed in will be rounded off (to zero decimal places) before being written into the constant table.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.PixelShader">
      <summary>Parameter is a pixel shader.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Sampler">
      <summary>Parameter is a sampler.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Sampler1D">
      <summary>Parameter is a 1D sampler.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Sampler2D">
      <summary>Parameter is a 2D sampler.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Sampler3D">
      <summary>Parameter is a 3D sampler.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.SamplerCube">
      <summary>Parameter is a cube sampler.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Single">
      <summary>Parameter is a floating-point number.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.String">
      <summary>Parameter is a string.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Texture">
      <summary>Parameter is a texture.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Texture1D">
      <summary>Parameter is a 1D texture.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Texture2D">
      <summary>Parameter is a 2D texture.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Texture3D">
      <summary>Parameter is a 3D texture.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.TextureCube">
      <summary>Parameter is a cube texture.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.VertexShader">
      <summary>Parameter is a vertex shader.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.EffectParameterType.Void">
      <summary>Parameter is a void pointer.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.FillMode">
      <summary>Describes options for filling the vertices and lines that define a primitive.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FillMode.Point">
      <summary>Draw a point at each vertex.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FillMode.Solid">
      <summary>Draw solid faces for each primitive.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FillMode.WireFrame">
      <summary>Draw lines connecting the vertices that define a primitive face.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.FilterOptions">
      <summary>[Windows Only] Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.Box">
      <summary>Each pixel is computed by averaging a 2×2(×2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.Dither">
      <summary>Resulting image must be dithered using a 4×4 ordered dither algorithm.  This happens when converting from one format to another.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.DitherDiffusion">
      <summary>Do diffuse dithering on the image when changing from one format to another.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.Linear">
      <summary>Bilinear interpolation filtering is used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer interpolates pixel color in a linear manner, using the texels of the two nearest textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.Mirror">
      <summary>Same as specifying the MirrorU, MirrorV, and MirrorW flags. This flag is always used internally for this function.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.MirrorU">
      <summary>Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.MirrorV">
      <summary>Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.MirrorW">
      <summary>Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.None">
      <summary>Mipmapping disabled. The rasterizer uses the magnification filter instead.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.Point">
      <summary>Each destination pixel is computed by sampling the nearest pixel from the source image.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.Srgb">
      <summary>Same as specifying SrgbIn | SrgbOut.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.SrgbIn">
      <summary>Input data is in sRGB (gamma 2.2) color space.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.SrgbOut">
      <summary>Output data is in sRGB (gamma 2.2) color space.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FilterOptions.Triangle">
      <summary>Each pixel in the source image contributes equally to the destination image. This is the slowest of the filters.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.FogMode">
      <summary>[Windows Only] Defines constants that describe the fog mode.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FogMode.Exponent">
      <summary>Fog effect intensifies in a linear manner between the start and end points, according to the following formula.[Image, see documentation page]</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FogMode.ExponentSquared">
      <summary>Fog effect intensifies exponentially with the square of the distance, according to the following formula.[Image, see documentation page]</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FogMode.Linear">
      <summary>Fog effect intensifies exponentially, according to the following formula.[Image, see documentation page]</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.FogMode.None">
      <summary>No fog effect.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus">
      <summary>Describes the status of the device.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus.Lost">
      <summary>The device has been lost.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus.Normal">
      <summary>The device is normal.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.GraphicsDeviceStatus.NotReset">
      <summary>The device has not been reset.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ImageFileFormat">
      <summary>[Windows Only] Defines supported image file formats that may be used for textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Bmp">
      <summary>Microsoft Windows bitmap file format.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Dds">
      <summary>DirectDrawSurface file format.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Dib">
      <summary>Microsoft Windows bitmap file format.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Hdr">
      <summary>High dynamic-range file format.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Jpg">
      <summary>Joint Photographic Experts Group (JPEG) compressed file format.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Pfm">
      <summary>Portable float map file format.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Png">
      <summary>Portable Network Graphics file format.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Ppm">
      <summary>Portable pixmap file format.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ImageFileFormat.Tga">
      <summary>Truevision Targa image file format.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.IndexElementSize">
      <summary>Defines the size of an element of an index buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.IndexElementSize.SixteenBits">
      <summary>Sixteen bits.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.IndexElementSize.ThirtyTwoBits">
      <summary>Thirty-two bits.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.MultiSampleType">
      <summary>Defines the levels of full-scene multisampling that the device can apply.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.SixteenSamples">
      <summary>Enables 16 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.FifteenSamples">
      <summary>Enables 15 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.FourteenSamples">
      <summary>Enables 14 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.ThirteenSamples">
      <summary>Enables 13 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.TwelveSamples">
      <summary>Enables 12 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.ElevenSamples">
      <summary>Enables 11 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.TenSamples">
      <summary>Enables 10 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.NineSamples">
      <summary>Enables 9 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.EightSamples">
      <summary>Enables 8 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.SevenSamples">
      <summary>Enables 7 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.SixSamples">
      <summary>Enables 6 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.FiveSamples">
      <summary>Enables 5 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.FourSamples">
      <summary>Enables 4 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.ThreeSamples">
      <summary>Enables 3 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.TwoSamples">
      <summary>Enables 2 levels of full-scene multisampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.NonMaskable">
      <summary>Enables the multisample quality value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.MultiSampleType.None">
      <summary>Specifies no full-scene multisampling, and enables swap effects other than  SwapEffect.Discard.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PresentInterval">
      <summary>Defines flags that describe the relationship between the adapter refresh rate and the rate at which GraphicsDevice.Present operations are completed.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.Default">
      <summary>Equivalent to setting One.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.One">
      <summary>The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). GraphicsDevice.Present operations are not affected more frequently than the screen refresh rate; the runtime completes one GraphicsDevice.Present operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.Two">
      <summary>The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every second screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.Three">
      <summary>The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every third screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.Four">
      <summary>The driver waits for the vertical retrace period. GraphicsDevice.Present operations are not affected more frequently than every fourth screen refresh. Check the GraphicsDeviceCapabilities.PresentInterval property to determine whether the driver supports this option.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentInterval.Immediate">
      <summary>The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. GraphicsDevice.Present operations might be affected immediately. This option is always available for both windowed and full-screen swap chains.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PresentOptions">
      <summary>Defines flags that control the behavior of the back buffer and depth buffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentOptions.DeviceClip">
      <summary>Clips a windowed GraphicsDevice.Present blit into the window client area, within the monitor screen area of the video adapter that created the Microsoft Direct3D device. This flag works only on Microsoft Windows 2000 and Windows XP.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentOptions.DiscardDepthStencil">
      <summary>Enables depth-buffer discarding if set when the device or swap chain is created. When this flag is set, the contents of the depth stencil buffer are invalid after either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer is called.Discarding depth-buffer data can increase performance and is dependent on the driver. The debug runtime enforces discarding by clearing the depth-buffer to some constant value after calling either GraphicsDevice.Present or GraphicsDevice.DepthStencilBuffer with a different depth surface.Discarding depth-buffer data is illegal for all lockable formats, DepthFormat.Depth16Lockable, and DepthFormat.D32Lockable. Using the GraphicsDevice constructor to specify a lockable format and depth-buffer discarding will result in failure.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentOptions.None">
      <summary>Use no presentation flags.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PresentOptions.Video">
      <summary>Informs the driver that the back buffers contain video data.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PrimitiveType">
      <summary>Defines how data in a vertex stream is interpreted during a draw call.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.LineList">
      <summary>Renders the vertices as a list of isolated straight line segments. Calls that use this primitive type fail if the count is less than two or is odd.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.LineStrip">
      <summary>Renders the vertices as a single polyline. Calls that use this primitive type fail if the count is less than two.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.PointList">
      <summary>Renders the vertices as a collection of isolated points. This value is unsupported for indexed primitives.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleFan">
      <summary>Renders the vertices as a triangle fan.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleList">
      <summary>Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle. Back-face culling is affected by the current winding-order render state.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.PrimitiveType.TriangleStrip">
      <summary>Renders the vertices as a triangle strip. The back-face culling flag is flipped automatically on even-numbered triangles.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.QueryUsages">
      <summary>Defines options for querying device resource formats.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.QueryUsages.Filter">
      <summary>Query the resource format to see if it supports texture filter types other than TextureFilter.Point (which is always supported).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.QueryUsages.None">
      <summary>No option specified.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.QueryUsages.PostPixelShaderBlending">
      <summary>Query the resource to verify support for post pixel shader blending support, including alpha test, pixel fog, render-target blending, color write enable, and dithering.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.QueryUsages.SrgbRead">
      <summary>Query the resource to verify if a texture supports gamma correction during a read operation.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.QueryUsages.SrgbWrite">
      <summary>Query the resource to verify if a texture supports gamma correction during a write operation.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.QueryUsages.VertexTexture">
      <summary>Query the resource to verify support for vertex shader texture sampling.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.QueryUsages.WrapAndMip">
      <summary>Query the resource to verify support for texture wrapping and mipmapping.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ResourceManagementMode">
      <summary>Defines the memory class that holds the buffers for a resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceManagementMode.Automatic">
      <summary>Resources are copied automatically to device-accessible memory as needed. Automatic resources are backed by system memory and do not need to be recreated when a device is lost. Automatic resources can be locked. Only the system-memory copy is directly modified. Your changes are copied to device-accessible memory as needed.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceManagementMode.Manual">
      <summary>Resources are placed in the memory pool most appropriate for the set of usages requested for the given resource. This is usually video memory, including both local video memory and AGP memory. The Manual pool is separate from Automatic, and it specifies that the resource is placed in the preferred memory for device access. 
          Textures placed in the Manual pool cannot be locked unless they are dynamic textures or they are private, FOURCC, driver formats. To access unlockable textures, you must use functions such as GraphicsDevice.GetRenderTarget. Automatic is probably a better choice than Manual for most applications. Note that some textures created in driver-proprietary pixel formats, unknown to the XNA runtime, can be locked. Also note that—unlike textures—swap chain back buffers, render targets, vertex buffers, and index buffers can be locked. When a device is lost, resources created using Manual must be released before calling GraphicsDevice.Reset.
        
          When creating resources with Manual, if video card memory is already committed, automatic resources will be evicted to free enough memory to satisfy the request.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ResourceType">
      <summary>Defines resource types.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceType.DepthStencilBuffer">
      <summary>A depth stencil buffer resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceType.IndexBuffer">
      <summary>An index buffer resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceType.RenderTarget">
      <summary>A render target resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceType.Texture2D">
      <summary>A 2-dimensional texture resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceType.Texture3D">
      <summary>A 3-dimensional texture resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceType.Texture3DVolume">
      <summary>A 3-D volume texture resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceType.TextureCube">
      <summary>A cube texture resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceType.VertexBuffer">
      <summary>A vertex buffer resource.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ResourceUsage">
      <summary>Defines options that identify the behavior of a resource.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.AutoGenerateMipMap">
      <summary>The resource will automatically generate mipmaps. Automatic generation of mipmaps is not supported for volume textures and depth stencil surfaces/textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.DoNotClip">
      <summary>Indicates that the vertex buffer content will never require clipping.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.Dynamic">
      <summary>Indicates that the vertex buffer requires dynamic memory use. This is useful for drivers because it enables them to decide where to place the buffer. In general, static vertex buffers are placed in video memory and dynamic vertex buffers are placed in AGP memory. Note that there is no separate static use. If you do not specify Dynamic, the vertex buffer is made static.
        Textures can specify Dynamic. However, textures created with ResourceManagementMode.Automatic cannot use Dynamic.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.Linear">
      <summary>(XBox 360 only) Linear texture memory format.  Linear formats are arranged in memory using a left-to-right and top-to-bottom layout (with pixels contiguous in memory for each row, and rows contiguous except for possible alignment padding).  Use a linear format when doing dynamic CPU updates to textures where you do not want the overhead of translating tile addresses using the CPU, the textures will not be referenced often during the frame, and you do not mind less efficient GPU performance.
        This flag is only valid when used for texture creation on XBox 360, and will be ignored if utilized elsewhere. On XBox, most formats are created as Tiled if it is applicable.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.None">
      <summary>None.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.Points">
      <summary>Indicates that the vertex or index buffer will be used for drawing point sprites. The buffer will be loaded in system memory if software vertex processing is needed to emulate point sprites.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.ResolveTarget">
      <summary>This texture resource will be used as the destination texture in a call to GraphicsDevice.ResolveBackBuffer.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.SoftwareProcessing">
      <summary>If this flag is used, vertex processing is done in software. If this flag is not used, vertex processing is done in hardware.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.Tiled">
      <summary>(XBox 360 only) Tiled texture memory format.  Tiled formats are arranged using a memory layout designed to maximize the cache coherency of texture fetches and balance the access workload of the memory controllers. The exact pixel arrangement of tiled formats varies based on the bit depth of the format; however, pixels that are close to one another spatially are located close to one another in memory. For example, two pixels adjacent to one another in a vertical column would be separated in memory by an entire row of pixels for a linear format, but could be separated by only a few bytes for a tiled format.
        
        The tiled texture format is usually more efficient than the linear texture format.
      
          This flag is only valid when used for texture creation on XBox 360, and will be ignored if utilized elsewhere.  On XBox, most formats are created as Tiled if it is applicable.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ResourceUsage.WriteOnly">
      <summary>Informs the system that the application writes only to the vertex buffer. Using this flag enables the driver to choose the best memory location for efficient write operations and rendering. Attempts to read from a vertex buffer that is created with this capability will fail.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SaveStateMode">
      <summary>Defines options for saving the graphics device state before and after an effect technique is applied.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SaveStateMode.None">
      <summary>No device state is saved when calling Effect.Begin or restored when calling Effect.End.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SaveStateMode.SaveState">
      <summary>Save all device state when calling Effect.Begin and restore device state when calling Effect.End.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SetDataOptions">
      <summary>Describes whether existing buffer data will be overwritten or discarded during a SetData operation.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SetDataOptions.Discard">
      <summary>The SetData operation will discard all existing buffer data.The operation will overwrite (with a write-only operation) every location within the locked surface. This is a valid option when using dynamic textures, dynamic vertex buffers, and dynamic index buffers. You may not use this option to update a portion of a surface.For vertex and index buffers, the SetData operation will discard the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall.For textures, the SetData operation will overwrite (with a write-only operation) every location within the region being locked.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SetDataOptions.None">
      <summary>Portions of existing data in the buffer may be overwritten during this operation.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SetDataOptions.NoOverwrite">
      <summary>The SetData operation will not overwrite existing data in the vertex and index buffers. Specifying this option allows the driver to return immediately from a SetData operation and continue rendering.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ShaderProfile">
      <summary>Defines vertex and pixel shader versions.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_1_1">
      <summary>Pixel shader version ps_1_1.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_1_2">
      <summary>Pixel shader version ps_1_2.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_1_3">
      <summary>Pixel shader version ps_1_3.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_1_4">
      <summary>Pixel shader version ps_1_4.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_2_0">
      <summary>Pixel shader version ps_2_0.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_2_A">
      <summary>Pixel shader version ps_2_a.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_2_B">
      <summary>Pixel shader version ps_2_b.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_2_SW">
      <summary>Pixel software shader version ps_2_sw.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.PS_3_0">
      <summary>Pixel shader version ps_3_0.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.Unknown">
      <summary>Unknown pixel shader version.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.VS_1_1">
      <summary>Vertex shader version v_1_1.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.VS_2_0">
      <summary>Vertex shader version v_2_0.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.VS_2_A">
      <summary>Vertex shader version v_2_a.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.VS_2_SW">
      <summary>Vertex software shader version v_2_sw.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.VS_3_0">
      <summary>Vertex shader version vs_3_0.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.XPS_3_0">
      <summary>Xbox microcode assembly pixel shader version xps_3_0.  Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderProfile.XVS_3_0">
      <summary>Xbox microcode assembly vertex shader version xvs_3_0.  Microcode assembly language supports a superset of the ps_3_0 and vs_3_0 specifications defined by Direct3D 9.0 for Windows. It does not support earlier Direct3D vertex and pixel shader specifications.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.ShaderRegisterSet">
      <summary>Defines the data type of a shader register.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderRegisterSet.Boolean">
      <summary>Boolean value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderRegisterSet.Float4">
      <summary>4D floating-point number.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderRegisterSet.Int4">
      <summary>4D integer number.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.ShaderRegisterSet.Sampler">
      <summary>The register contains 4D sampler data.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SpriteBlendMode">
      <summary>
    The following flags are used to specify sprite blending rendering options to the flags parameter in SpriteBatch.Begin:
  </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteBlendMode.Additive">
      <summary>Enable additive blending.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteBlendMode.AlphaBlend">
      <summary>Enable alpha blending.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteBlendMode.None">
      <summary>No blending specified.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SpriteEffects">
      <summary>Defines sprite rotation options.
  </summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteEffects.FlipHorizontally">
      <summary>Rotate 180 degrees about the Y axis before rendering.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteEffects.FlipVertically">
      <summary>Rotate 180 degrees about the X axis before rendering.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteEffects.None">
      <summary>No rotations specified.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SpriteSortMode">
      <summary>Defines sprite sort-rendering options.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.BackToFront">
      <summary>Same as Deferred mode, except sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Deferred">
      <summary>Sprites are not drawn until SpriteBatch.End is called.  SpriteBatch.End will apply graphics device settings and draw all the sprites in one batch, in the same order calls to SpriteBatch.Draw were received. This mode allows SpriteBatch.Draw calls to two or more instances of SpriteBatch without introducing conflicting graphics device settings. SpriteBatch defaults to Deferred mode.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.FrontToBack">
      <summary>Same as Deferred mode, except sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Immediate">
      <summary>SpriteBatch.Begin will apply new graphics device settings, and sprites will be drawn within each SpriteBatch.Draw call. In Immediate mode there can only be one active SpriteBatch instance without introducing conflicting device settings. Immediate mode is faster than Deferred mode.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SpriteSortMode.Texture">
      <summary>Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.StencilOperation">
      <summary>Defines stencil buffer operations.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Decrement">
      <summary>Decrements the stencil-buffer entry, wrapping to the maximum value if the new value is less than 0.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.DecrementSaturation">
      <summary>Decrements the stencil-buffer entry, clamping to 0.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Increment">
      <summary>Increments the stencil-buffer entry, wrapping to 0 if the new value exceeds the maximum value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.IncrementSaturation">
      <summary>Increments the stencil-buffer entry, clamping to the maximum value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Invert">
      <summary>Inverts the bits in the stencil-buffer entry.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Keep">
      <summary>Does not update the stencil-buffer entry. This is the default value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Replace">
      <summary>Replaces the stencil-buffer entry with a reference value.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.StencilOperation.Zero">
      <summary>Sets the stencil-buffer entry to 0.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SurfaceFormat">
      <summary>Defines various types of surface formats.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Alpha8">
      <summary>(Unsigned format) 8-bit alpha only.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr233">
      <summary>(Unsigned format) 8-bit BGR texture format using 2 bits for blue, 3 bits for green, and 3 bits for red.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr24">
      <summary>(Unsigned format) 24-bit BGR pixel format with 8 bits per channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr32">
      <summary>(Unsigned format) 32-bit BGR pixel format, where 8 bits are reserved for each color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr444">
      <summary>(Unsigned format) 16-bit BGR pixel format using 4 bits for each color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr555">
      <summary>(Unsigned format) 16-bit BGR pixel format where 5 bits are reserved for each color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgr565">
      <summary>(Unsigned format) 16-bit BGR pixel format with 5 bits for blue, 6 bits for green, and 5 bits for red.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgra1010102">
      <summary>(Unsigned format) 32-bit pixel format using 10 bits each for blue, green, and red, and 2 bits for alpha.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgra2338">
      <summary>(Unsigned format) 16-bit BGRA format using 2 bits for blue, 3 bits each for red and green, and 8 bits for alpha.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgra4444">
      <summary>(Unsigned format) 16-bit BGRA pixel format with 4 bits for each channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Bgra5551">
      <summary>(Unsigned format) 16-bit BGRA pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Color">
      <summary>(Unsigned format) 32-bit ARGB pixel format with alpha, using 8 bits per channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Depth15Stencil1">
      <summary>(Buffer format) 16-bit depth-buffer bit depth where 15 bits are reserved for the depth channel and 1 bit is reserved for the stencil channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Depth16">
      <summary>(Buffer format) 16-bit depth-buffer bit depth.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Depth24">
      <summary>(Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Depth24Stencil4">
      <summary>(Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 4 bits for the stencil channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Depth24Stencil8">
      <summary>(Buffer format) 32-bit depth-buffer bit depth using 24 bits for the depth channel and 8 bits for the stencil channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Depth24Stencil8Single">
      <summary>(Buffer format) A non-lockable format that contains 24 bits of depth (in a 24-bit floating-point format − 20e4) and 8 bits of stencil.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Depth32">
      <summary>(Buffer format) 32-bit depth-buffer bit depth.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt1">
      <summary>DXT1 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt2">
      <summary>DXT2 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt3">
      <summary>DXT3 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt4">
      <summary>DXT4 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Dxt5">
      <summary>DXT5 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.HalfSingle">
      <summary>(Floating-point format) 16-bit float format using 16 bits for the red channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.HalfVector2">
      <summary>(Floating-point format) 32-bit float format using 16 bits for the red channel and 16 bits for the green channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.HalfVector4">
      <summary>(Floating-point format) 64-bit float format using 16 bits for each channel (alpha, blue, green, red).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Luminance16">
      <summary>(Unsigned format) 16-bit luminance only.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Luminance8">
      <summary>(Unsigned format) 8-bit luminance only.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.LuminanceAlpha16">
      <summary>(Unsigned format) 16-bit using 8 bits each for alpha and luminance.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.LuminanceAlpha8">
      <summary>(Unsigned format) 8-bit using 4 bits each for alpha and luminance.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Multi2Bgra32">
      <summary>MultiElement texture (not compressed)</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedAlpha1010102">
      <summary>(Mixed format) 32-bit bump-map format using 2 bits for alpha and 10 bits each for w, v, and u.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedByte2">
      <summary>(Signed format) 16-bit bump-map format using 8 bits each for u and v data.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedByte2Computed">
      <summary>(Signed format) 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 − U2− V2).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedByte4">
      <summary>(Signed format) 32-bit bump-map format using 8 bits for each channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedLuminance16">
      <summary>(Mixed format) 16-bit bump-map format with luminance using 6 bits for luminance, and 5 bits each for v and u.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedLuminance32">
      <summary>(Mixed format) 32-bit bump-map format with luminance using 8 bits for each channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedShort2">
      <summary>(Signed format) 32-bit bump-map format using 16 bits for each channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.NormalizedShort4">
      <summary>(Signed format) 64-bit bump-map format using 16 bits for each component.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Palette8">
      <summary>(Unsigned format) 8-bit color indexed.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.PaletteAlpha16">
      <summary>(Unsigned format) 8-bit color indexed with 8 bits of alpha.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Rg32">
      <summary>(Unsigned format) 32-bit pixel format using 16 bits each for red and green.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Rgb32">
      <summary>(Unsigned format) 32-bit RGB pixel format, where 8 bits are reserved for each color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Rgba1010102">
      <summary>(Unsigned format) 32-bit RGBA pixel format using 10 bits for each color and 2 bits for alpha.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Rgba32">
      <summary>(Unsigned format) 32-bit RGBA pixel format with alpha, using 8 bits per channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Rgba64">
      <summary>(Unsigned format) 64-bit RGBA pixel format using 16 bits for each component.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Single">
      <summary>(IEEE format) 32-bit float format using 32 bits for the red channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Unknown">
      <summary>Surface format is unknown.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Vector2">
      <summary>(IEEE format) 64-bit float format using 32 bits for the red channel and 32 bits for the green channel.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.Vector4">
      <summary>(IEEE format) 128-bit float format using 32 bits for each channel (alpha, blue, green, red).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.VideoGrGb">
      <summary>A 16-bit packed RGB format analogous to VideoYuYv (U0Y0, V0Y1, U2Y2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the low 8 bits) and 8 bits of red (in the high 8 bits). The second pixel contains 8 bits of green (in the low 8 bits) and 8 bits of blue (in the high 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (R0G0, B0G1, R2G2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.VideoRgBg">
      <summary>A 16-bit packed RGB format analogous to VideoUyVy (Y0U0, Y1V0, Y2U2, and so on). It requires a pixel pair to properly represent the color value. The first pixel in the pair contains 8 bits of green (in the high 8 bits) and 8 bits of red (in the low 8 bits). The second pixel contains 8 bits of green (in the high 8 bits) and 8 bits of blue (in the low 8 bits). Together, the two pixels share the red and blue components, while each has a unique green component (G0R0, G1B0, G2R2, and so on). The texture sampler does not normalize the colors when looking up into a pixel shader; they remain in the range of 0.0f to 255.0f. This is true for all programmable pixel shader models. For the fixed-function pixel shader, the hardware should normalize to the 0.f to 1.f range and essentially treat it as the VideoUyVy texture. Hardware that exposes this format must have GraphicsDeviceCapabilities.PixelShader1xMaxValue set to a value capable of handling that range.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.VideoUyVy">
      <summary>YUY2 format (PC98 compliance)</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SurfaceFormat.VideoYuYv">
      <summary>VideoYuYv format (PC98 compliance)</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.SwapEffect">
      <summary>Defines how the device front buffer and back buffer are to be swapped when GraphicsDevice.Present is called.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SwapEffect.Copy">
      <summary>This swap effect can be specified only for a swap chain that comprises a single back buffer.Whether the swap chain is windowed or full-screen, the runtime guarantees the semantics implied by a copy-based GraphicsDevice.Present operation; specifically, that the operation leaves the content of the back buffer unchanged, instead of replacing it with the content of the front buffer as a flip-based GraphicsDevice.Present operation would.For a windowed swap chain, a GraphicsDevice.Present operation causes the back buffer content to be copied immediately to the client area of the target window. No attempt is made to synchronize the copy with the vertical retrace period of the display adapter, so tearing effects may be observed.For a full-screen swap chain, the runtime uses a combination of flip and copy operations, which are supported by hidden back buffers if necessary, to accomplish the GraphicsDevice.Present operation. Accordingly, the presentation is synchronized with the display adapter's vertical retrace and its rate is constrained by the chosen presentation interval. A swap chain specified with the PresentInterval.Immediate flag is the only exception. (For more information, see PresentationParameters.PresentationInterval.) In this case, a GraphicsDevice.Present operation copies the back buffer content directly to the front buffer without waiting for the vertical retrace.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SwapEffect.Default">
      <summary>The default swap effect is Discard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SwapEffect.Discard">
      <summary>When a swap chain is created with a swap effect of Flip or Copy, the runtime guarantees that a GraphicsDevice.Present operation will not affect the content of any of the back buffers. However, meeting this guarantee can involve substantial video memory or processing overheads, especially when implementing flip semantics for a windowed swap chain or copy semantics for a full-screen swap chain.An application can use the Discard swap effect to avoid these overheads and to enable the display driver to choose the most efficient presentation technique for the swap chain.Discard is also the only swap effect that can be used when specifying a value other than None for PresentationParameters.MultiSampleType. Like a swap chain that uses Flip, a swap chain that uses Discard might include more than one back buffer.The swap chain is essentially a queue where 0 always indexes the back buffer that will be displayed by the next GraphicsDevice.Present operation and from which buffers are discarded once they have been displayed. An application that uses this swap effect should update an entire back buffer before invoking a GraphicsDevice.Present operation that displays it.The debug version of the runtime overwrites the contents of discarded back buffers with random data, to enable developers to verify that their applications are updating the entire back buffer surface correctly.For a full-screen swap chain, the presentation rate is determined by the value assigned to PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor. For a windowed swap chain, the presentation is implemented by means of copy operations, and always occurs immediately.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.SwapEffect.Flip">
      <summary>The swap chain might include multiple back buffers and is essentially a circular queue that includes the front buffer. Within this queue, the back buffers are always numbered sequentially from 0 to (n - 1), where n is the number of back buffers, so that 0 denotes the least recently presented buffer.
      When GraphicsDevice.Present is invoked, the queue is rotated so that the front buffer becomes the back buffer (n - 1), while the back buffer 0 becomes the new front buffer.For a full-screen swap chain, the presentation rate is determined by the value assigned to the PresentationParameters.PresentationInterval when the device or swap chain is created. Unless this value is PresentInterval.Immediate, the presentation is synchronized with the vertical sync of the monitor.For a windowed swap chain, the flipping is implemented by means of copy operations, and the presentation always occurs immediately.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.TextureAddressMode">
      <summary>Defines constants that describe supported texture-addressing modes.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Border">
      <summary>Texture coordinates outside the range [0.0, 1.0] are set to the border color.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Clamp">
      <summary>Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Mirror">
      <summary>Similar to Wrap, except that the texture is flipped at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again, and so on.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.MirrorOnce">
      <summary>Similar to Mirror and Clamp. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value. The most common usage is for volume textures, where support for the full MirrorOnce texture-addressing mode is not necessary, but the data is symmetrical around the one axis.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureAddressMode.Wrap">
      <summary>Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times; no mirroring is performed.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.TextureFilter">
      <summary>Defines how a texture will be filtered as it is minified for each mipmap level.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.Anisotropic">
      <summary>Anisotropic texture filtering used as a texture magnification or minification filter. This type of filtering compensates for distortion caused by the difference in angle between the texture polygon and the plane of the screen.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.GaussianQuad">
      <summary>A 4-sample Gaussian filter used as a texture magnification or minification filter.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.Linear">
      <summary>Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2×2 area of texels surrounding the desired pixel is used. The texture filter used between mipmap levels is trilinear mipmap interpolation, in which the rasterizer performs linear interpolation on pixel color, using the texels of the two nearest mipmap textures.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.None">
      <summary>Mipmapping disabled. The rasterizer uses the magnification filter instead.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.Point">
      <summary>Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter used between mipmap levels is based on the nearest point; that is, the rasterizer uses the color from the texel of the nearest mipmap texture.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureFilter.PyramidalQuad">
      <summary>A 4-sample tent filter used as a texture magnification or minification filter.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.TextureWrapCoordinates">
      <summary>Defines supported wrap coordinates.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureWrapCoordinates.None">
      <summary>No texture wrap coordinates specified.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureWrapCoordinates.Zero">
      <summary>U texture wrapping (wrapping in the direction of the first dimension).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureWrapCoordinates.One">
      <summary>V texture wrapping (wrapping in the direction of the second dimension).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureWrapCoordinates.Two">
      <summary>W texture wrapping (wrapping in the direction of the third dimension).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.TextureWrapCoordinates.Three">
      <summary>Texture wrapping in the direction of the fourth dimension.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexElementFormat">
      <summary>Defines vertex element formats.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Single">
      <summary>Single-component, 32-bit floating-point, expanded to (float, 0, 0, 1).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Vector2">
      <summary>Two-component, 32-bit floating-point, expanded to (float, Float32 value, 0, 1).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Vector3">
      <summary>Three-component, 32-bit floating point, expanded to (float, float, float, 1).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Vector4">
      <summary>Four-component, 32-bit floating point, expanded to (float, float, float, float).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.HalfVector2">
      <summary>Two-component, 16-bit floating point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.HalfVector4">
      <summary>Four-component, 16-bit floating-point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Rgba64">
      <summary>Normalized, four-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, third byte/65535.0, fourth byte/65535.0). This type is valid for vertex shader version 2.0 or higher.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Color">
      <summary>Four-component, packed, unsigned byte, mapped to 0 to 1 range. Input is in Int32 format (ARGB) expanded to (R, G, B, A).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Rgba32">
      <summary>Four-component byte with each byte normalized by dividing the component with 255.0f.  This type is valid for vertex shader version 2.0 or higher.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Rg32">
      <summary>Normalized, two-component, unsigned short, expanded to (first byte/65535.0, second byte/65535.0, 0, 1). This type is valid for vertex shader version 2.0 or higher.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.NormalizedShort2">
      <summary>Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1). This type is valid for vertex shader version 2.0 or higher.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.NormalizedShort4">
      <summary>Normalized, four-component, signed short, expanded to (first short/32767.0, second short/32767.0, third short/32767.0, fourth short/32767.0). This type is valid for vertex shader version 2.0 or higher.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Normalized101010">
      <summary>Three-component, signed, 10 10 10 format normalized and expanded to (v[0]/511.0, v[1]/511.0, v[2]/511.0, 1).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Short2">
      <summary>Two-component, signed short expanded to (value, value, 0, 1).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Short4">
      <summary>Four-component, signed short expanded to  (value, value, value, value).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Byte4">
      <summary>Four-component, unsigned byte.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.UInt101010">
      <summary>Three-component, unsigned, 10 10 10 format expanded to (value, value, value, 1).</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementFormat.Unused">
      <summary>Type field in the declaration is unused. This is designed for use with VertexElementMethod.UV and VertexElementMethod.LookUpPresampled.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexElementMethod">
      <summary>Defines the tessellator processing method for a vertex element.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementMethod.Default">
      <summary>Default value. The tessellator copies the vertex data (or the spline data if it is operating on a patch) without performing additional calculations on it. The input and output types can be any value. When the tessellator is used, this element is interpolated; otherwise, vertex data is copied into the input register.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementMethod.LookUp">
      <summary>Looks up a displacement map. The input type can be VertexElementFormat.Vector2, VertexElementFormat.Vector3, or VertexElementFormat.Vector4. Only the .x and .y components are used for the texture map lookup. The output type is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementMethod.LookUpPresampled">
      <summary>Looks up a presampled displacement map. The input type must be set to VertexElementFormat.Unused, and the stream index and stream offset must be set to 0. The output type for this operation is always VertexElementFormat.Single. The device must support displacement mapping. This constant is supported only by the programmable pipeline on N-patch data, if N-patches are enabled.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementMethod.UV">
      <summary>Copies out the u and v values at a point on the rectangle or triangle patch. This results in a 2D float. The input type must be set to VertexElementFormat.Unused; the output type is always VertexElementFormat.Vector2. The input stream and offset also are unused, but must be set to 0.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.VertexElementUsage">
      <summary>Defines usage for vertex elements.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Binormal">
      <summary>Vertex binormal data.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.BlendIndices">
      <summary>Blending indices data. (BlendIndices with VertexElement.UsageIndex = 0) specifies matrix indices for fixed-function vertex processing using indexed paletted skinning.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.BlendWeight">
      <summary>Blending weight data. (BlendWeight with VertexElement.UsageIndex = 0) specifies the blend weights in fixed-function vertex processing.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Color">
      <summary>Vertex data contains diffuse or specular color. (Color with VertexElement.UsageIndex = 0) specifies the diffuse color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. (Color with VertexElement.UsageIndex = 1) specifies the specular color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Depth">
      <summary>Vertex data contains depth data.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Fog">
      <summary>Vertex data contains fog data. (Fog with VertexElement.UsageIndex = 0) specifies a fog blend value to use after pixel shading is finished. This flag applies to pixel shaders prior to version ps_3_0.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Normal">
      <summary>Vertex normal data. (Normal with VertexElement.UsageIndex = 0) specifies vertex normals for fixed-function vertex processing and the N-patch tessellator. (Normal with VertexElement.UsageIndex = 1) specifies vertex normals for fixed-function vertex processing for skinning.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.PointSize">
      <summary>Point size data. (PointSize with VertexElement.UsageIndex = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Position">
      <summary>Position data. (Position with VertexElement.UsageIndex = 0 ) specifies the nontransformed position in fixed-function vertex processing and the N-patch tessellator. (Position with VertexElement.UsageIndex = 1) specifies the nontransformed position in the fixed-function vertex shader for skinning.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Sample">
      <summary>Vertex data contains sampler data. (Sample with VertexElement.UsageIndex = 0) specifies the displacement value to look up. This flag can be used only with VertexElementMethod.LookUpPresampled or VertexElementMethod.LookUp.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.Tangent">
      <summary>Vertex tangent data.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.TessellateFactor">
      <summary>Single, positive floating-point value. (TessellateFactor with VertexElement.UsageIndex = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Graphics.VertexElementUsage.TextureCoordinate">
      <summary>Texture coordinate data. (TextureCoordinate, n) specifies texture coordinates in fixed-function vertex processing and in pixel shaders prior to ps_3_0. These coordinates can be used to pass user-defined data.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePad.GetCapabilities(Microsoft.Xna.Framework.PlayerIndex)">
      <summary>Retrieves the capabilities of an Xbox 360 Controller.</summary>
      <param name="playerIndex">Index of the controller to query.</param>
      <returns>The capabilities of the controller.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex,Microsoft.Xna.Framework.Input.GamePadDeadZone)">
      <summary>Gets the current state of an Xbox 360 Controller, using a specified dead zone on analog stick positions.</summary>
      <param name="playerIndex">Player index for the controller you want to query.</param>
      <param name="deadZoneMode">Enumerated value that specifies what dead zone type to use.</param>
      <returns>The current state of the controller.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePad.GetState(Microsoft.Xna.Framework.PlayerIndex)">
      <summary>Gets the current state of an Xbox 360 Controller.</summary>
      <param name="playerIndex">Player index for the controller you want to query.</param>
      <returns>The current state of the controller.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePad.SetVibration(Microsoft.Xna.Framework.PlayerIndex,System.Single,System.Single)">
      <summary>Sets the vibration motor speeds on an Xbox 360 Controller.</summary>
      <param name="playerIndex">Player index that identifies the controller to set.</param>
      <param name="leftMotor">The speed of the left motor, between 0.0 and 1.0. This motor is a low-frequency motor.</param>
      <param name="rightMotor">The speed of the right motor, between 0.0 and 1.0. This motor is a high-frequency motor.</param>
      <returns>true if the vibration motors were successfully set; false if the controller was unable to process the request.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePad">
      <summary>Allows retrieval of user interaction with an Xbox 360 Controller and setting of controller vibration motors.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.op_Equality(Microsoft.Xna.Framework.Input.GamePadButtons,Microsoft.Xna.Framework.Input.GamePadButtons)">
      <summary>Determines whether two GamePadButtons instances are equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the instances are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.
</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.op_Inequality(Microsoft.Xna.Framework.Input.GamePadButtons,Microsoft.Xna.Framework.Input.GamePadButtons)">
      <summary>Determines whether two GamePadButtons instances are not equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the objects are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadButtons.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.A">
      <summary>Identifies whether the A button on the Xbox 360 Controller is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.Back">
      <summary>Identifies whether the BACK button on the Xbox 360 Controller is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.B">
      <summary>Identifies whether the B button on the Xbox 360 Controller is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.LeftShoulder">
      <summary>Identifies whether the left shoulder (bumper) button on the Xbox 360 Controller is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.LeftStick">
      <summary>Identifies whether the left stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in).</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.RightShoulder">
      <summary>Identifies whether the right shoulder (bumper) button on the Xbox 360 Controller is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.RightStick">
      <summary>Identifies whether the right stick button on the Xbox 360 Controller is pressed (the stick is "clicked" in).</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.Start">
      <summary>Identifies whether the START button on the Xbox 360 Controller is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.X">
      <summary>Identifies whether the X button on the Xbox 360 Controller is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadButtons.Y">
      <summary>Identifies whether the Y button on the Xbox 360 Controller is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePadButtons">
      <summary>Identifies whether the buttons on an Xbox 360 Controller are pressed or released.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.GamePadType">
      <summary>Gets the type of controller.</summary>
      <returns>Enumerated value describing the controller type.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasAButton">
      <summary>Indicates whether the controller has an A button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasBackButton">
      <summary>Indicates whether the controller has a BACK button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasBButton">
      <summary>Indicates whether the controller has a B button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasDPadDownButton">
      <summary>Indicates whether the controller has a directional pad DOWN button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasDPadLeftButton">
      <summary>Indicates whether the controller has a directional pad LEFT button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasDPadRightButton">
      <summary>Indicates whether the controller has a directional pad RIGHT button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasDPadUpButton">
      <summary>Indicates whether the controller has a directional pad UP button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftShoulderButton">
      <summary>Indicates whether the controller has a left bumper button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftStickButton">
      <summary>Indicates whether the controller has a digital button control on the left analog stick.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftTrigger">
      <summary>Indicates whether the controller has a left analog trigger.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftVibrationMotor">
      <summary>Indicates whether the controller has a low-frequency vibration motor.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftXThumbStick">
      <summary>Indicates whether the controller supports a left analog control with horizontal movement.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasLeftYThumbStick">
      <summary>Indicates whether the controller supports a left analog control with vertical movement.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightShoulderButton">
      <summary>Indicates whether the controller has a right bumper button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightStickButton">
      <summary>Indicates whether the controller has a digital button control on the right analog stick.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightTrigger">
      <summary>Indicates whether the controller has a right analog trigger.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightVibrationMotor">
      <summary>Indicates whether the controller has a high-frequency vibration motor.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightXThumbStick">
      <summary>Indicates whether the controller supports a right analog control with horizontal movement.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasRightYThumbStick">
      <summary>Indicates whether the controller supports a right analog control with vertical movement.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasStartButton">
      <summary>Indicates whether the controller has a START button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasVoiceSupport">
      <summary>Indicates whether the controller supports voice.</summary>
      <returns>true if the controller supports voice; false otherwise. </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasXButton">
      <summary>Indicates whether the controller has an X button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.HasYButton">
      <summary>Indicates whether the controller has a Y button.</summary>
      <returns>true if the controller has this capability; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadCapabilities.IsConnected">
      <summary>Indicates whether the Xbox 360 Controller is connected.</summary>
      <returns>true if the controller is connected; false otherwise.
      </returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePadCapabilities">
      <summary>Describes the capabilities of an Xbox 360 Controller, including controller type and whether the controller supports voice.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.op_Equality(Microsoft.Xna.Framework.Input.GamePadDPad,Microsoft.Xna.Framework.Input.GamePadDPad)">
      <summary>Determines whether two GamePadDPad instances are equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the instances are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.
</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.op_Inequality(Microsoft.Xna.Framework.Input.GamePadDPad,Microsoft.Xna.Framework.Input.GamePadDPad)">
      <summary>Determines whether two GamePadDPad instances are not equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the objects are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadDPad.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadDPad.Down">
      <summary>Identifies whether the Down direction on the Xbox 360 Controller directional pad is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadDPad.Left">
      <summary>Identifies whether the Left direction on the Xbox 360 Controller directional pad is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadDPad.Right">
      <summary>Identifies whether the Right direction on the Xbox 360 Controller directional pad is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadDPad.Up">
      <summary>Identifies whether the Up direction on the Xbox 360 Controller directional pad is pressed.</summary>
      <returns>ButtonState.Pressed if the button is pressed; ButtonState.Released otherwise.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePadDPad">
      <summary>Identifies which directions on the directional pad of an Xbox 360 Controller are being pressed.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadState.op_Equality(Microsoft.Xna.Framework.Input.GamePadState,Microsoft.Xna.Framework.Input.GamePadState)">
      <summary>Determines whether two GamePadState instances are equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the instances are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadState.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.
</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadState.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadState.op_Inequality(Microsoft.Xna.Framework.Input.GamePadState,Microsoft.Xna.Framework.Input.GamePadState)">
      <summary>Determines whether two GamePadState instances are not equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the objects are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadState.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadState.Buttons">
      <summary>Returns a structure that identifies what buttons on the Xbox 360 Controller are pressed.</summary>
      <returns>A structure that identifies buttons pressed on the controller.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadState.DPad">
      <summary>Returns a structure that identifies what directions of the directional pad on the Xbox 360 Controller are pressed.</summary>
      <returns>Structure that identifies what directional pad directions are pressed.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadState.IsConnected">
      <summary>Indicates whether the Xbox 360 Controller is connected.</summary>
      <returns>true if the controller is connected; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadState.PacketNumber">
      <summary>Gets the packet number associated with this state.</summary>
      <returns>The packet number associated with this state.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadState.ThumbSticks">
      <summary>Returns a structure that indicates the position of the Xbox 360 Controller sticks (thumbsticks).</summary>
      <returns>Structure that indicates the position of the sticks.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadState.Triggers">
      <summary>Returns a structure that identifies the position of triggers on the Xbox 360 Controller.</summary>
      <returns>Structure that identifies the position of the triggers.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePadState">
      <summary>Represents specific information about the state of an Xbox 360 Controller, including the current state of buttons and sticks.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.op_Equality(Microsoft.Xna.Framework.Input.GamePadThumbSticks,Microsoft.Xna.Framework.Input.GamePadThumbSticks)">
      <summary>Determines whether two GamePadThumbSticks instances are equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the instances are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.
</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.op_Inequality(Microsoft.Xna.Framework.Input.GamePadThumbSticks,Microsoft.Xna.Framework.Input.GamePadThumbSticks)">
      <summary>Determines whether two GamePadThumbSticks instances are not equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the objects are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadThumbSticks.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadThumbSticks.Left">
      <summary>Returns the position of the left Xbox 360 Controller stick (thumbstick) as a 2D vector.</summary>
      <returns>Two-dimensional vector that identifies the position of the left stick. Each axis is represented as a floating-point value from −1.0 to 1.0.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadThumbSticks.Right">
      <summary>Returns the position of the right Xbox 360 Controller stick (thumbstick) as a 2D vector.</summary>
      <returns>Two-dimensional vector that identifies the position of the right stick. Each axis is represented as a floating-point value from −1.0 to 1.0.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePadThumbSticks">
      <summary>Structure that represents the position of left and right sticks (thumbsticks) on an Xbox 360 Controller.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.op_Equality(Microsoft.Xna.Framework.Input.GamePadTriggers,Microsoft.Xna.Framework.Input.GamePadTriggers)">
      <summary>Determines whether two GamePadTriggers instances are equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the instances are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.
</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.op_Inequality(Microsoft.Xna.Framework.Input.GamePadTriggers,Microsoft.Xna.Framework.Input.GamePadTriggers)">
      <summary>Determines whether two GamePadTriggers instances are not equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the objects are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.GamePadTriggers.ToString">
      <summary>Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadTriggers.Left">
      <summary>Identifies the position of the left trigger on the Xbox 360 Controller.</summary>
      <returns>Position of the left trigger, as a value between 0.0 and 1.0.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.GamePadTriggers.Right">
      <summary>Identifies the position of the right trigger on the Xbox 360 Controller.</summary>
      <returns>Position of the right trigger, as a value between 0.0 and 1.0.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePadTriggers">
      <summary>Structure that defines the position of the left and right triggers on an Xbox 360 Controller.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.Keyboard.GetState">
      <summary>Returns the current keyboard state.</summary>
      <returns>The current keyboard state.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.Keyboard">
      <summary>Allows retrieval of keystrokes from a keyboard input device.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.op_Equality(Microsoft.Xna.Framework.Input.KeyboardState,Microsoft.Xna.Framework.Input.KeyboardState)">
      <summary>Compares two objects to determine whether they are the same.</summary>
      <param name="a">Object to the left of the equality operator.</param>
      <param name="b">Object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object to compare this object to.</param>
      <returns>true if the objects are the same; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.GetHashCode">
      <summary>Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.GetPressedKeys">
      <summary>Gets an array of values that correspond to the keyboard keys that are currently being pressed.</summary>
      <returns>The keys that are currently pressed.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.op_Inequality(Microsoft.Xna.Framework.Input.KeyboardState,Microsoft.Xna.Framework.Input.KeyboardState)">
      <summary>Compares two objects to determine whether they are different.</summary>
      <param name="a">Object to the left of the inequality operator.</param>
      <param name="b">Object to the right of the inequality operator.</param>
      <returns>true if the objects are different; false otherwise.
      </returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.IsKeyDown(Microsoft.Xna.Framework.Input.Keys)">
      <summary>Returns whether a specified key is currently being pressed.</summary>
      <param name="key">Enumerated value that specifies the key to query.</param>
      <returns>true if the key specified by key is being held down; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.KeyboardState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys)">
      <summary>Returns whether a specified key is currently not pressed.</summary>
      <param name="key">Enumerated value that specifies the key to query.</param>
      <returns>true if the key specified by key is not pressed; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.KeyboardState.Item(Microsoft.Xna.Framework.Input.Keys)">
      <summary>Returns the state of a particular key.</summary>
      <param name="key">Enumerated value representing the key to query.</param>
      <returns>The state of the key specified by key.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.KeyboardState">
      <summary>Represents a state of keystrokes recorded by a keyboard input device.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.Mouse.GetState">
      <summary>[Windows Only] Gets the current state of the mouse, including mouse position and buttons pressed.</summary>
      <returns>Current state of the mouse.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.Mouse.SetPosition(System.Int32,System.Int32)">
      <summary>[Windows Only] Sets the position of the mouse cursor relative to the upper-left corner of the window.</summary>
      <param name="x">The horizontal position of the mouse cursor, relative to the left edge of the game window.</param>
      <param name="y">The vertical position of the mouse cursor, relative to the upper edge of the game window.</param>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.Mouse.WindowHandle">
      <summary>[Windows Only] Sets or gets the window handle that mouse data will be captured within.</summary>
      <returns>Handle to a window.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.Mouse">
      <summary>[Windows Only] Allows retrieval of position and button clicks from a mouse input device.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.MouseState.op_Equality(Microsoft.Xna.Framework.Input.MouseState,Microsoft.Xna.Framework.Input.MouseState)">
      <summary>[Windows Only] Determines whether two MouseState instances are equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the instances are equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.MouseState.Equals(System.Object)">
      <summary>[Windows Only] Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">Object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.
</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.MouseState.GetHashCode">
      <summary>[Windows Only] Gets the hash code for this instance.</summary>
      <returns>Hash code for this object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.MouseState.op_Inequality(Microsoft.Xna.Framework.Input.MouseState,Microsoft.Xna.Framework.Input.MouseState)">
      <summary>[Windows Only] Determines whether two MouseState instances are not equal.</summary>
      <param name="left">Object on the left of the equal sign.</param>
      <param name="right">Object on the right of the equal sign.</param>
      <returns>true if the objects are not equal; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Input.MouseState.ToString">
      <summary>[Windows Only] Retrieves a string representation of this object.</summary>
      <returns>String representation of this object.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.MouseState.LeftButton">
      <summary>[Windows Only] Returns the state of the left mouse button.</summary>
      <returns>State of the left mouse button.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.MouseState.MiddleButton">
      <summary>[Windows Only] Returns the state of the middle mouse button.</summary>
      <returns>State of the middle mouse button.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.MouseState.RightButton">
      <summary>[Windows Only] Returns the state of the right mouse button.</summary>
      <returns>State of the right mouse button.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.MouseState.ScrollWheelValue">
      <summary>[Windows Only] Gets the cumulative mouse scroll wheel value since the game was started.</summary>
      <returns>The scroll wheel value.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.MouseState.XButton1">
      <summary>[Windows Only] Returns the state of XBUTTON1.</summary>
      <returns>The state of XBUTTON1.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.MouseState.XButton2">
      <summary>[Windows Only] Returns the state of XBUTTON2.</summary>
      <returns>The state of XBUTTON2.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.MouseState.X">
      <summary>[Windows Only] Specifies the horizontal position of the mouse cursor.</summary>
      <returns>Horizontal position of the mouse cursor in relation to the upper-left corner of the game window.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Input.MouseState.Y">
      <summary>[Windows Only] Specifies the vertical position of the mouse cursor.</summary>
      <returns>Vertical position of the mouse cursor in relation to the upper-left corner of the game window.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.MouseState">
      <summary>[Windows Only] Represents the state of a mouse input device, including mouse cursor position and buttons pressed.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.ButtonState">
      <summary>Identifies the state of a mouse button or Xbox 360 Controller button.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.ButtonState.Pressed">
      <summary>The button is pressed.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.ButtonState.Released">
      <summary>The button is released.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePadDeadZone">
      <summary>Specifies a type of dead zone processing to apply to Xbox 360 controller analog sticks when calling GamePad.GetState.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadDeadZone.Circular">
      <summary>The combined X and Y position of each stick is compared against the dead zone. This provides better control than IndependentAxes when the stick is used as a two-dimensional control surface, such as when controlling a character's view in a first-person game.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadDeadZone.IndependentAxes">
      <summary>The X and Y positions of each stick are compared against the dead zone independently. This setting is the default when calling GamePad.GetState.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadDeadZone.None">
      <summary>The values of each stick are not processed and are returned by GamePad.GetState as "raw" values. This is best if you intend to implement your own dead zone processing.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.GamePadType">
      <summary>Describes the type of a given Xbox 360 controller.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadType.ArcadeStick">
      <summary>Controller is an arcade stick.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadType.DancePad">
      <summary>Controller is a dance pad.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadType.FlightStick">
      <summary>Controller is a flight stick.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadType.GamePad">
      <summary>Controller is the Xbox 360 Controller.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadType.Unknown">
      <summary>Controller is an unknown type.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.GamePadType.Wheel">
      <summary>Controller is a wheel.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.KeyState">
      <summary>Identifies the state of a keyboard key.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.KeyState.Down">
      <summary>The key is pressed.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.KeyState.Up">
      <summary>The key is released.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Input.Keys">
      <summary>Identifies a particular key on a keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.A">
      <summary>A key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Add">
      <summary>Add key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Apps">
      <summary>Applications key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Attn">
      <summary>Attn key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.B">
      <summary>B key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Back">
      <summary>BACKSPACE key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserBack">
      <summary>Windows 2000/XP: Browser Back key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserFavorites">
      <summary>Windows 2000/XP: Browser Favorites key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserForward">
      <summary>Windows 2000/XP: Browser Forward key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserHome">
      <summary>Windows 2000/XP: Browser Start and Home key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserRefresh">
      <summary>Windows 2000/XP: Browser Refresh key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserSearch">
      <summary>Windows 2000/XP: Browser Search key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.BrowserStop">
      <summary>Windows 2000/XP: Browser Stop key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.C">
      <summary>C key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.CapsLock">
      <summary>CAPS LOCK key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Crsel">
      <summary>CrSel key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D">
      <summary>D key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D0">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D1">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D2">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D3">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D4">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D5">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D6">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D7">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D8">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.D9">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Decimal">
      <summary>Decimal key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Delete">
      <summary>DEL key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Divide">
      <summary>Divide key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Down">
      <summary>DOWN ARROW key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.E">
      <summary>E key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.End">
      <summary>END key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Enter">
      <summary>ENTER key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.EraseEof">
      <summary>Erase EOF key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Escape">
      <summary>ESC key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Execute">
      <summary>EXECUTE key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Exsel">
      <summary>ExSel key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F">
      <summary>F key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F1">
      <summary>F1 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F10">
      <summary>F10 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F11">
      <summary>F11 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F12">
      <summary>F12 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F13">
      <summary>F13 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F14">
      <summary>F14 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F15">
      <summary>F15 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F16">
      <summary>F16 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F17">
      <summary>F17 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F18">
      <summary>F18 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F19">
      <summary>F19 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F2">
      <summary>F2 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F20">
      <summary>F20 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F21">
      <summary>F21 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F22">
      <summary>F22 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F23">
      <summary>F23 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F24">
      <summary>F24 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F3">
      <summary>F3 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F4">
      <summary>F4 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F5">
      <summary>F5 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F6">
      <summary>F6 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F7">
      <summary>F7 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F8">
      <summary>F8 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.F9">
      <summary>F9 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.G">
      <summary>G key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.H">
      <summary>H key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Help">
      <summary>HELP key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Home">
      <summary>HOME key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.I">
      <summary>I key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Insert">
      <summary>INS key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.J">
      <summary>J key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.K">
      <summary>K key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.L">
      <summary>L key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.LaunchApplication1">
      <summary>Windows 2000/XP: Start Application 1 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.LaunchApplication2">
      <summary>Windows 2000/XP: Start Application 2 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.LaunchMail">
      <summary>Windows 2000/XP: Start Mail key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Left">
      <summary>LEFT ARROW key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.LeftAlt">
      <summary>Left ALT key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.LeftControl">
      <summary>Left CONTROL key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.LeftShift">
      <summary>Left SHIFT key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.LeftWindows">
      <summary>Left Windows key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.M">
      <summary>M key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.MediaNextTrack">
      <summary>Windows 2000/XP: Next Track key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.MediaPlayPause">
      <summary>Windows 2000/XP: Play/Pause Media key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.MediaPreviousTrack">
      <summary>Windows 2000/XP: Previous Track key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.MediaStop">
      <summary>Windows 2000/XP: Stop Media key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Multiply">
      <summary>Multiply key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.N">
      <summary>N key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.None">
      <summary>Reserved</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumLock">
      <summary>NUM LOCK key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad0">
      <summary>Numeric keypad 0 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad1">
      <summary>Numeric keypad 1 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad2">
      <summary>Numeric keypad 2 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad3">
      <summary>Numeric keypad 3 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad4">
      <summary>Numeric keypad 4 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad5">
      <summary>Numeric keypad 5 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad6">
      <summary>Numeric keypad 6 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad7">
      <summary>Numeric keypad 7 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad8">
      <summary>Numeric keypad 8 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.NumPad9">
      <summary>Numeric keypad 9 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.O">
      <summary>O key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Oem8">
      <summary>Used for miscellaneous characters; it can vary by keyboard.</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemBackslash">
      <summary>Windows 2000/XP: The OEM angle bracket or backslash key on the RT 102 key keyboard</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemClear">
      <summary>CLEAR key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemCloseBrackets">
      <summary>Windows 2000/XP: The OEM close bracket key on a US standard keyboard</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemComma">
      <summary>Windows 2000/XP: For any country/region, the ',' key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemMinus">
      <summary>Windows 2000/XP: For any country/region, the '-' key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemOpenBrackets">
      <summary>Windows 2000/XP: The OEM open bracket key on a US standard keyboard</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemPeriod">
      <summary>Windows 2000/XP: For any country/region, the '.' key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemPipe">
      <summary>Windows 2000/XP: The OEM pipe key on a US standard keyboard</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemPlus">
      <summary>Windows 2000/XP: For any country/region, the '+' key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemQuestion">
      <summary>Windows 2000/XP: The OEM question mark key on a US standard keyboard</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemQuotes">
      <summary>Windows 2000/XP: The OEM singled/double quote key on a US standard keyboard</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemSemicolon">
      <summary>Windows 2000/XP: The OEM Semicolon key on a US standard keyboard</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.OemTilde">
      <summary>Windows 2000/XP: The OEM tilde key on a US standard keyboard</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.P">
      <summary>P key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Pa1">
      <summary>PA1 key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.PageDown">
      <summary>PAGE DOWN key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.PageUp">
      <summary>PAGE UP key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Play">
      <summary>Play key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Print">
      <summary>PRINT key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.PrintScreen">
      <summary>PRINT SCREEN key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.ProcessKey">
      <summary>Windows 95/98/Me, Windows NT 4.0, Windows 2000/XP: IME PROCESS key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Q">
      <summary>Q key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.R">
      <summary>R key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Right">
      <summary>RIGHT ARROW key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.RightAlt">
      <summary>Right ALT key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.RightControl">
      <summary>Right CONTROL key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.RightShift">
      <summary>Right SHIFT key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.RightWindows">
      <summary>Right Windows key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.S">
      <summary>S key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Scroll">
      <summary>SCROLL LOCK key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Select">
      <summary>SELECT key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.SelectMedia">
      <summary>Windows 2000/XP: Select Media key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Separator">
      <summary>Separator key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Sleep">
      <summary>Computer Sleep key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Space">
      <summary>SPACEBAR</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Subtract">
      <summary>Subtract key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.T">
      <summary>T key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Tab">
      <summary>TAB key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.U">
      <summary>U key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Up">
      <summary>UP ARROW key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.V">
      <summary>V key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.VolumeDown">
      <summary>Windows 2000/XP: Volume Down key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.VolumeMute">
      <summary>Windows 2000/XP: Volume Mute key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.VolumeUp">
      <summary>Windows 2000/XP: Volume Up key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.W">
      <summary>W key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.X">
      <summary>X key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Y">
      <summary>Y key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Z">
      <summary>Z key</summary>
    </member>
    <member name="F:Microsoft.Xna.Framework.Input.Keys.Zoom">
      <summary>Zoom key</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.#ctor(System.Single)">
      <summary>Initializes a new instance of the Alpha8 structure.</summary>
      <param name="alpha">The initial value for the Alpha8 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8,Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.
</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8,Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representaion from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.ToAlpha">
      <summary>Expands the packed representation to a System.Single.</summary>
      <returns>The expanded Alpha8.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Alpha8">
      <summary>Packed vector type containing a single 8 bit normalized W value in the range of 0 to 1.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.#ctor(Microsoft.Xna.Framework.Vector3)">
      <summary>Initializes a new instance of the Bgr565 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the Bgr565 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.#ctor(System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the Bgr565 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565,Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565,Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.ToVector3">
      <summary>Expands the packed representation into a Framework.Vector3.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Bgr565">
      <summary>Packed vector type containing unsigned normalized values ranging from 0 to 1.  The x and z components use 5 bits, and the y component uses 6 bits.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the Bgra5551 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the Bgra5551 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the Bgra5551 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551,Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551,Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.
</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Bgra5551">
      <summary>Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 5 bits each for x, y, and z, and 1 bit for w.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the Byte4 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the Byte4 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the Byte4 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Byte4,Microsoft.Xna.Framework.Graphics.PackedVector.Byte4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Byte4)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Byte4,Microsoft.Xna.Framework.Graphics.PackedVector.Byte4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4</summary>
      <param name="vector">The vector to create packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Byte4">
      <summary>Packed vector type containing four 8-bit unsigned integer values, ranging from 0 to 255.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.#ctor(System.Single)">
      <summary>Initializes a new instance of the HalfSingle structure.</summary>
      <param name="value">The initial value of the HalfSingle structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle,Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle,Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.
</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.ToSingle">
      <summary>Expands the HalfSingle to a System.Single.</summary>
      <returns>The expanded HalfSingle.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
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    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.HalfSingle">
      <summary>Packed vector type containing a single 16 bit floating point value.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.#ctor(Microsoft.Xna.Framework.Vector2)">
      <summary>Initializes a new instance of the HalfVector2 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the HalfVector2 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.#ctor(System.Single,System.Single)">
      <summary>Initializes a new instance of the HalfVector2 structure.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2,Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2,Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.ToVector2">
      <summary>Expands the HalfVector2 to a Vector2.</summary>
      <returns>The expanded HalfVector2.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector2">
      <summary>Packed vector type containing two 16-bit floating-point values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the HalfVector4 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the HalfVector4 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the HalfVector4 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4,Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4,Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.HalfVector4">
      <summary>Packed vector type containing four 16-bit floating-point values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector">
      <summary>
    Interface that converts packed vector types to and from Framework.Vector4 values,
    allowing multiple encodings to be manipulated in a generic way.</summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector`1.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector`1">
      <summary>Converts packed vector types to and from Framework.Vector4 values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.#ctor(Microsoft.Xna.Framework.Vector3)">
      <summary>Initializes a new instance of the Normalized101010 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the Normalized101010 structure.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.#ctor(System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the Normalized101010 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010,Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010,Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.ToVector3">
      <summary>Expands the packed representation into a Framework.Vector3. </summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Normalized101010">
      <summary>Packed vector type containing signed normalized values,
    ranging from −1 to 1, using 10 bits each for x, y, and z, and 2 bits for w.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.#ctor(Microsoft.Xna.Framework.Vector2)">
      <summary>Initializes a new instance of the NormalizedByte2 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the NormalizedByte2 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.#ctor(System.Single,System.Single)">
      <summary>Initializes a new instance of the NormalizedByte2 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2,Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2,Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.ToVector2">
      <summary>Expands the packed representation to a vector.</summary>
      <returns>The expanded NormalizedByte2.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte2">
      <summary>Packed vector type containing two 8-bit signed normalized values, ranging from −1 to 1.</summary>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the NormalizedByte4 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the NormalizedByte4 structure.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the NormalizedByte4 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4,Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4,Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedByte4">
      <summary>Packed vector type containing four 8-bit signed normalized values, ranging from −1 to 1.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.#ctor(Microsoft.Xna.Framework.Vector2)">
      <summary>Initializes a new instance of the NormalizedShort2 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the NormalizedShort2 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.#ctor(System.Single,System.Single)">
      <summary>Initializes a new instance of the NormalizedShort2 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2,Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2,Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.ToVector2">
      <summary>Expands the packed representation to a vector.</summary>
      <returns>The expanded NormalizedShort2.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort2">
      <summary>Packed vector type containing two 16-bit signed normalized values, ranging from −1 to 1.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the NormalizedShort4 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the NormalizedShort4 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the NormalizedShort4 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4,Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4,Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
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    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.NormalizedShort4">
      <summary>Packed vector type containing four 16-bit signed normalized values, ranging from −1 to 1.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.#ctor(Microsoft.Xna.Framework.Vector2)">
      <summary>Initializes a new instance of the Rg32 structure.</summary>
      <param name="vector">The vector containing the initial values for the components of the Rg32 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.#ctor(System.Single,System.Single)">
      <summary>Initializes a new instance of the Rg32 structure.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Rg32,Microsoft.Xna.Framework.Graphics.PackedVector.Rg32)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Rg32)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Rg32,Microsoft.Xna.Framework.Graphics.PackedVector.Rg32)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4</summary>
      <param name="vector">The vector to create packed representation from.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.ToVector2">
      <summary>Expands the packed vector representation into a Framework.Vector2.</summary>
      <returns>The expanded vector.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
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    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
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    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Rg32">
      <summary>Packed vector type containing two 16-bit unsigned normalized values, ranging from  0 to 1.</summary>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the Rgba1010102 structure.</summary>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the Rgba1010102 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102,Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the left of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102,Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4</summary>
      <param name="vector">The vector to create the packed representation from.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
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    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba1010102">
      <summary>Packed vector type containing unsigned normalized values, ranging from 0 to 1, using 10 bits each for x, y, and z, and 2 bits for w.</summary>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the Rgba32 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the Rgba32 structure.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the Rgba32 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32,Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32,Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
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    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba32">
      <summary>Packed vector type containing four 8-bit unsigned normalized values, ranging from  0 to 1.</summary>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the Rgba64 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the Rgba64 structure.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the Rgba64 structure.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64,Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64,Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.
</summary>
      <param name="vector">The vector to create the packed representation from.</param>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
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    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Rgba64">
      <summary>Packed vector type containing four 16-bit unsigned normalized values, ranging from 0 to 1.</summary>
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    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.#ctor(Microsoft.Xna.Framework.Vector2)">
      <summary>Initializes a new instance of the Short2 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the Short2 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.#ctor(System.Single,System.Single)">
      <summary>Initializes a new instance of the Short2 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Short2,Microsoft.Xna.Framework.Graphics.PackedVector.Short2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Short2)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Short2,Microsoft.Xna.Framework.Graphics.PackedVector.Short2)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.ToVector2">
      <summary>Expands the packed representation to a vector.</summary>
      <returns>The expanded Short2.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Short2.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Short2">
      <summary>Packed vector type containing two 16-bit signed integer values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.#ctor(Microsoft.Xna.Framework.Vector4)">
      <summary>Initializes a new instance of the Short4 structure.</summary>
      <param name="vector">A vector containing the initial values for the components of the Short4 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.#ctor(System.Single,System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the Short4 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
      <param name="w">Initial value for the w component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.Short4,Microsoft.Xna.Framework.Graphics.PackedVector.Short4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.Short4)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.Short4,Microsoft.Xna.Framework.Graphics.PackedVector.Short4)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.Short4.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.Short4">
      <summary>Packed vector type containing four 16-bit signed integer values.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.#ctor(Microsoft.Xna.Framework.Vector3)">
      <summary>Initializes a new instance of the UInt101010 class.</summary>
      <param name="vector">A vector containing the initial values for the components of the UInt101010 structure.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.#ctor(System.Single,System.Single,System.Single)">
      <summary>Initializes a new instance of the UInt101010 class.</summary>
      <param name="x">Initial value for the x component.</param>
      <param name="y">Initial value for the y component.</param>
      <param name="z">Initial value for the z component.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.op_Equality(Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010,Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010)">
      <summary>Compares the current instance of a class to another instance to determine whether they are the same.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are the same; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.Equals(Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="other">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.Equals(System.Object)">
      <summary>Returns a value that indicates whether the current instance is equal to a specified object.</summary>
      <param name="obj">The object with which to make the comparison.</param>
      <returns>true if the current instance is equal to the specified object; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.GetHashCode">
      <summary>Gets the hash code for the current instance.</summary>
      <returns>Hash code for the instance.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.op_Inequality(Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010,Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010)">
      <summary>Compares the current instance of a class to another instance to determine whether they are different.</summary>
      <param name="a">The object to the left of the equality operator.</param>
      <param name="b">The object to the right of the equality operator.</param>
      <returns>true if the objects are different; false otherwise.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.PackFromVector4(Microsoft.Xna.Framework.Vector4)">
      <summary>Sets the packed representation from a Framework.Vector4.</summary>
      <param name="vector">The vector to create the packed representation from.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.ToString">
      <summary>Returns a string representation of the current instance.</summary>
      <returns>String that represents the object.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.ToVector3">
      <summary>
    Expands the packed representation into a Framework.Vector3.
  </summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.Microsoft.Xna.Framework.Graphics.PackedVector.IPackedVector.ToVector4">
      <summary>Expands the packed representation into a Framework.Vector4.</summary>
      <returns>The expanded vector.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010.PackedValue">
      <summary>Directly gets or sets the packed representation of the value.</summary>
      <returns>The packed representation of the value.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Graphics.PackedVector.UInt101010">
      <summary>Packed vector type containing unsigned integer values, using 10 bits
    each for x, y, and z (ranging from 0 to 1023), and 2 bits for w (ranging from 0 to 3).</summary>
    </member>
    <member name="E:Microsoft.Xna.Framework.Storage.StorageContainer.Disposing">
      <summary>Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. </summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.Delete">
      <summary>Deletes the storage container.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageContainer.Dispose">
      <summary>Immediately releases the unmanaged resources used by this object. </summary>
    </member>
    <member name="P:Microsoft.Xna.Framework.Storage.StorageContainer.IsDisposed">
      <summary>Gets a value that indicates whether the object is disposed. </summary>
      <returns>true if the object is disposed; false otherwise.
      </returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Storage.StorageContainer.Path">
      <summary>Gets the file path to the location of the user's save game files.</summary>
      <returns>The file path to the location of the user's save game files.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Storage.StorageContainer.StorageDevice">
      <summary>Gets the StorageDevice that holds the files in this container.</summary>
      <returns>The StorageDevice that holds the files in this container.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Storage.StorageContainer.TitleLocation">
      <summary>Gets the file path to the location of the title storage space.</summary>
      <returns>The title's install location based on the current platform.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Storage.StorageContainer.TitleName">
      <summary>Gets the name of the title.</summary>
      <returns>The name of the title.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Storage.StorageContainer">
      <summary>Represents a logical collection of storage files.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.BeginShowStorageDeviceGuide(Microsoft.Xna.Framework.PlayerIndex,System.AsyncCallback,System.Object)">
      <summary>Asynchronously displays the device selection UI to allow users to select a device to save data. This method has no effect on Windows. </summary>
      <param name="playerIndex">The Framework.PlayerIndex of the user associated with the local port (input port).</param>
      <param name="callback">The method to be called once the user has selected the device.</param>
      <param name="stateObject">A user-created object that uniquely identifies this request.</param>
      <returns>An System.IAsyncResult used to track the progress of the method.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.BeginShowStorageDeviceGuide(System.AsyncCallback,System.Object)">
      <summary>Asynchronously displays the device selection UI to allow users to select a device to save data. This method has no effect on Windows. </summary>
      <param name="callback">The method to be called once the user has selected the device.</param>
      <param name="stateObject">A user-created object that uniquely identifies this request.</param>
      <returns>An System.IAsyncResult used to track the progress of the method.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.EndShowStorageDeviceGuide(System.IAsyncResult)">
      <summary>Ends the device selection UI.</summary>
      <param name="asyncResult">The System.IAsyncResult returned from StorageDevice.BeginShowStorageDeviceGuide.</param>
      <returns>The storage device selected by the user.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.OpenContainer(System.String)">
      <summary>Opens a StorageContainer containing any files for the specified title.</summary>
      <param name="titleName">The name of the XNA Framework title.</param>
      <returns>A StorageContainer containing any files for the title.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.ShowStorageDeviceGuide(Microsoft.Xna.Framework.PlayerIndex)">
      <summary>Displays the device selector UI to allow users to select a device to save data.  Has no effect on Windows. </summary>
      <param name="playerIndex">The Framework.PlayerIndex of the user associated with the local port (input port).</param>
      <returns>The storage device selected by the user.</returns>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDevice.ShowStorageDeviceGuide">
      <summary>Displays the device selector UI to allow users to select a device to save data.  Has no effect on Windows.</summary>
      <returns>The storage device selected by the user.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Storage.StorageDevice.FreeSpace">
      <summary>Gets the amount of free space on the device.</summary>
      <returns>Free space on the device, in bytes.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Storage.StorageDevice.IsConnected">
      <summary>Gets whether the device is connected.</summary>
      <returns>true if the device is connected; false otherwise.</returns>
    </member>
    <member name="P:Microsoft.Xna.Framework.Storage.StorageDevice.TotalSpace">
      <summary>Gets the amount of free space on the device.</summary>
      <returns>Free space on the device, in bytes.</returns>
    </member>
    <member name="T:Microsoft.Xna.Framework.Storage.StorageDevice">
      <summary>Represents a storage device for user data, such as a memory unit or hard drive.</summary>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException.#ctor(System.String,System.Exception)">
      <summary>Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. </summary>
      <param name="message">A message that describes the error.</param>
      <param name="innerException">The exception that is the cause of the current exception. If the innerException parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException.#ctor(System.String)">
      <summary>Initializes a new instance of this class with a specified error message.</summary>
      <param name="message">A message that describes the error.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException.#ctor(System.Runtime.Serialization.SerializationInfo,System.Runtime.Serialization.StreamingContext)">
      <summary>Initializes a new instance of this class during deserialization.</summary>
      <param name="info">The information needed to serialize an object.</param>
      <param name="context">The source or destination for the serialization stream.</param>
    </member>
    <member name="M:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException.#ctor">
      <summary>Initializes a new instance of this class.</summary>
    </member>
    <member name="T:Microsoft.Xna.Framework.Storage.StorageDeviceNotConnectedException">
      <summary>The exception that is thrown when the requested StorageDevice is not connected.</summary>
    </member>
  </members>
</doc>

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License

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Written By
Software Developer (Senior)
Spain Spain
Inaki Ayucar is a Microsoft MVP in DirectX/XNA, and a software engineer involved in development since his first Spectrum 48k, in the year 1987. He is the founder and chief developer of The Simax Project (www.simaxvirt.com) and is very interested in DirectX/XNA, physics, game development, simulation, C++ and C#.

His blog is: http://graphicdna.blogspot.com

To contact Inaki: iayucar@simax.es

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