diff --git a/Xbox-D3D-drawing-via-NV2A-Kelvin.md b/Xbox-D3D-drawing-via-NV2A-Kelvin.md index 1c59300..3bb800f 100644 --- a/Xbox-D3D-drawing-via-NV2A-Kelvin.md +++ b/Xbox-D3D-drawing-via-NV2A-Kelvin.md @@ -1,4 +1,4 @@ -Xbox D3D Drawing is performed via 4 Draw*Vertices* API's (and a few other cases, described below); +Xbox D3D Drawing is performed via 4 Draw\*Vertices\* API's (and a few other cases, described below); All 4 Draw*Vertices* API's have the two arguments (D3DPRIMITIVETYPE PrimitiveType, UINT VertexCount). Additionally: * One API has a StartVertex argument @@ -27,7 +27,7 @@ The order vertices are drawn in, is either: (In the rest of this text, the "D3DDevice_" prefix is sometimes left out for terseness.) -Xbox also supports immediate drawing, using one D3DDevice_BeginPush call, a D3DDevice_SetVertexData* call per vertex and one D3DDevice_EndPush API call. +Xbox also supports immediate drawing, using one D3DDevice_BeginPush call, a D3DDevice_SetVertexData\* call per vertex and one D3DDevice_EndPush API call. Similar to the other Xbox D3D API's, these API's "push" commands and data towards the Xbox GPU (called NV2A) to perform drawing. ( As an optimization, most of these "push buffer commands" generated by Xbox D3D API's can be recorded and replayed back to the NV2A. @@ -73,7 +73,7 @@ D3DDevice_DrawIndexedVerticesUP Xbox also supports two derived Draw API's : 1. D3DDevice_DrawTriPatch 2. D3DDevice_DrawRectPatch -Which get converted into push buffer commands, comparable to the Draw*Vertices* API's. +Which get converted into push buffer commands, comparable to the Draw\*Vertices\* API's. On Xbox, the D3DDevice_SetIndices API is also available, mostly as compatibility with Windows Direct3D 8;