#ifndef __E_STATIC_LIB
#include "include_ogrelib_header.h"

// 三维向量  下的方法索引
static INT s_dtCmdIndexogrelib_Vector3_static_var_01[] = 
{
    289, 290, 291, 292, 293, 294, 295, 296, 297, 298, 
    299, 300, 301, 
};
static int s_dtCmdIndexogrelib_Vector3_static_var_count_01 = sizeof(s_dtCmdIndexogrelib_Vector3_static_var_01) / sizeof(s_dtCmdIndexogrelib_Vector3_static_var_01[0]);

// 四维向量  下的方法索引
static INT s_dtCmdIndexogrelib_Vector4_static_var_02[] = 
{
    302, 303, 304, 305, 306, 307, 308, 309, 
};
static int s_dtCmdIndexogrelib_Vector4_static_var_count_02 = sizeof(s_dtCmdIndexogrelib_Vector4_static_var_02) / sizeof(s_dtCmdIndexogrelib_Vector4_static_var_02[0]);

// 变换矩阵  下的方法索引
static INT s_dtCmdIndexogrelib_Matrix_static_var_03[] = 
{
    310, 311, 312, 313, 314, 315, 316, 317, 318, 319, 
    320, 321, 322, 323, 324, 325, 326, 327, 328, 329, 
};
static int s_dtCmdIndexogrelib_Matrix_static_var_count_03 = sizeof(s_dtCmdIndexogrelib_Matrix_static_var_03) / sizeof(s_dtCmdIndexogrelib_Matrix_static_var_03[0]);

// 平面  下的方法索引
static INT s_dtCmdIndexogrelib_Plane_static_var_04[] = 
{
    330, 331, 332, 333, 334, 335, 
};
static int s_dtCmdIndexogrelib_Plane_static_var_count_04 = sizeof(s_dtCmdIndexogrelib_Plane_static_var_04) / sizeof(s_dtCmdIndexogrelib_Plane_static_var_04[0]);

// 四元数  下的方法索引
static INT s_dtCmdIndexogrelib_Quaternion_static_var_05[] = 
{
    0, 
};
static int s_dtCmdIndexogrelib_Quaternion_static_var_count_05 = sizeof(s_dtCmdIndexogrelib_Quaternion_static_var_05) / sizeof(s_dtCmdIndexogrelib_Quaternion_static_var_05[0]);

// 三维页面  下的方法索引
static INT s_dtCmdIndexogrelib_Direct3DSurface_static_var_07[] = 
{
    135, 136, 137, 138, 139, 140, 141, 
};
static int s_dtCmdIndexogrelib_Direct3DSurface_static_var_count_07 = sizeof(s_dtCmdIndexogrelib_Direct3DSurface_static_var_07) / sizeof(s_dtCmdIndexogrelib_Direct3DSurface_static_var_07[0]);

// 设备  下的方法索引
static INT s_dtCmdIndexogrelib_Device_static_var_08[] = 
{
    142, 143, 144, 145, 146, 147, 148, 149, 150, 151, 
    152, 153, 154, 155, 156, 157, 158, 159, 160, 161, 
    162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 
    172, 173, 174, 175, 176, 177, 178, 179, 180, 181, 
    182, 183, 184, 185, 186, 187, 188, 189, 190, 191, 
    192, 193, 194, 195, 196, 177, 198, 199, 200, 201, 
    202, 203, 204, 205, 206, 207, 208, 209, 210, 211, 
    212, 213, 214, 215, 216, 217, 218, 219, 220, 221, 
    222, 223, 224, 134, 
};
static int s_dtCmdIndexogrelib_Device_static_var_count_08 = sizeof(s_dtCmdIndexogrelib_Device_static_var_08) / sizeof(s_dtCmdIndexogrelib_Device_static_var_08[0]);

// 摄像机  下的方法索引
static INT s_dtCmdIndexogrelib_Camera_static_var_09[] = 
{
    0, 
};
static int s_dtCmdIndexogrelib_Camera_static_var_count_09 = sizeof(s_dtCmdIndexogrelib_Camera_static_var_09) / sizeof(s_dtCmdIndexogrelib_Camera_static_var_09[0]);

// 资源  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DResource9_static_var_13[] = 
{
    0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 
    10, 
};
static int s_dtCmdIndexogrelib_IDirect3DResource9_static_var_count_13 = sizeof(s_dtCmdIndexogrelib_IDirect3DResource9_static_var_13) / sizeof(s_dtCmdIndexogrelib_IDirect3DResource9_static_var_13[0]);

// 纹理  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DTexture9_static_var_14[] = 
{
    61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 
    71, 72, 73, 74, 75, 76, 
};
static int s_dtCmdIndexogrelib_IDirect3DTexture9_static_var_count_14 = sizeof(s_dtCmdIndexogrelib_IDirect3DTexture9_static_var_14) / sizeof(s_dtCmdIndexogrelib_IDirect3DTexture9_static_var_14[0]);

// 基础纹理  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DBaseTexture9_static_var_15[] = 
{
    11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 
    21, 22, 23, 24, 25, 26, 
};
static int s_dtCmdIndexogrelib_IDirect3DBaseTexture9_static_var_count_15 = sizeof(s_dtCmdIndexogrelib_IDirect3DBaseTexture9_static_var_15) / sizeof(s_dtCmdIndexogrelib_IDirect3DBaseTexture9_static_var_15[0]);

// 立体纹理  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DVolumeTexture9_static_var_16[] = 
{
    100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 
    110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 
    120, 
};
static int s_dtCmdIndexogrelib_IDirect3DVolumeTexture9_static_var_count_16 = sizeof(s_dtCmdIndexogrelib_IDirect3DVolumeTexture9_static_var_16) / sizeof(s_dtCmdIndexogrelib_IDirect3DVolumeTexture9_static_var_16[0]);

// 立方体纹理  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DCubeTexture9_static_var_17[] = 
{
    27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 
    37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 
    47, 
};
static int s_dtCmdIndexogrelib_IDirect3DCubeTexture9_static_var_count_17 = sizeof(s_dtCmdIndexogrelib_IDirect3DCubeTexture9_static_var_17) / sizeof(s_dtCmdIndexogrelib_IDirect3DCubeTexture9_static_var_17[0]);

// 顶点缓冲  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DVertexBuffer9_static_var_18[] = 
{
    77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 
    87, 88, 89, 
};
static int s_dtCmdIndexogrelib_IDirect3DVertexBuffer9_static_var_count_18 = sizeof(s_dtCmdIndexogrelib_IDirect3DVertexBuffer9_static_var_18) / sizeof(s_dtCmdIndexogrelib_IDirect3DVertexBuffer9_static_var_18[0]);

// 顶点着色器  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DVertexShader9_static_var_20[] = 
{
    225, 226, 227, 
};
static int s_dtCmdIndexogrelib_IDirect3DVertexShader9_static_var_count_20 = sizeof(s_dtCmdIndexogrelib_IDirect3DVertexShader9_static_var_20) / sizeof(s_dtCmdIndexogrelib_IDirect3DVertexShader9_static_var_20[0]);

// 顶点声明  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DVertexDeclaration9_static_var_22[] = 
{
    121, 122, 123, 124, 
};
static int s_dtCmdIndexogrelib_IDirect3DVertexDeclaration9_static_var_count_22 = sizeof(s_dtCmdIndexogrelib_IDirect3DVertexDeclaration9_static_var_22) / sizeof(s_dtCmdIndexogrelib_IDirect3DVertexDeclaration9_static_var_22[0]);

// 索引缓冲  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DIndexBuffer9_static_var_23[] = 
{
    48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 
    58, 59, 60, 
};
static int s_dtCmdIndexogrelib_IDirect3DIndexBuffer9_static_var_count_23 = sizeof(s_dtCmdIndexogrelib_IDirect3DIndexBuffer9_static_var_23) / sizeof(s_dtCmdIndexogrelib_IDirect3DIndexBuffer9_static_var_23[0]);

// 模型  下的方法索引
static INT s_dtCmdIndexogrelib_ID3DXMesh_static_var_25[] = 
{
    354, 355, 356, 357, 358, 359, 360, 361, 362, 363, 
    364, 365, 366, 367, 368, 369, 370, 371, 372, 373, 
    374, 375, 376, 377, 378, 379, 380, 381, 
};
static int s_dtCmdIndexogrelib_ID3DXMesh_static_var_count_25 = sizeof(s_dtCmdIndexogrelib_ID3DXMesh_static_var_25) / sizeof(s_dtCmdIndexogrelib_ID3DXMesh_static_var_25[0]);

// 状态块  下的方法索引
static INT s_dtCmdIndexogrelib_Direct3DStateBlock_static_var_31[] = 
{
    228, 229, 230, 231, 232, 
};
static int s_dtCmdIndexogrelib_Direct3DStateBlock_static_var_count_31 = sizeof(s_dtCmdIndexogrelib_Direct3DStateBlock_static_var_31) / sizeof(s_dtCmdIndexogrelib_Direct3DStateBlock_static_var_31[0]);

// 交换链  下的方法索引
static INT s_dtCmdIndexogrelib_Direct3DSwapChain_static_var_32[] = 
{
    233, 234, 235, 236, 237, 238, 239, 240, 
};
static int s_dtCmdIndexogrelib_Direct3DSwapChain_static_var_count_32 = sizeof(s_dtCmdIndexogrelib_Direct3DSwapChain_static_var_32) / sizeof(s_dtCmdIndexogrelib_Direct3DSwapChain_static_var_32[0]);

// 立体  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DVolume9_static_var_36[] = 
{
    90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 
};
static int s_dtCmdIndexogrelib_IDirect3DVolume9_static_var_count_36 = sizeof(s_dtCmdIndexogrelib_IDirect3DVolume9_static_var_36) / sizeof(s_dtCmdIndexogrelib_IDirect3DVolume9_static_var_36[0]);

// 像素着色器  下的方法索引
static INT s_dtCmdIndexogrelib_IDirect3DPixelShader9_static_var_38[] = 
{
    241, 242, 243, 
};
static int s_dtCmdIndexogrelib_IDirect3DPixelShader9_static_var_count_38 = sizeof(s_dtCmdIndexogrelib_IDirect3DPixelShader9_static_var_38) / sizeof(s_dtCmdIndexogrelib_IDirect3DPixelShader9_static_var_38[0]);

// 矩形  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Rect_static_var_00[] = 
{
    /*000*/ {SDT_INT, 0, "左边", "left", "矩形的左边X坐标值", NULL, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "顶边", "top", "矩形的顶边Y坐标值", NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "右边", "right", "矩形的右边X坐标值", NULL, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "底边", "bottom", "矩形的底边Y坐标值", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_Rect_static_var_count_00 = sizeof(s_objEventogrelib_Rect_static_var_00) / sizeof(s_objEventogrelib_Rect_static_var_00[0]);

// 三维向量  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Vector3_static_var_01[] = 
{
    /*000*/ {SDT_FLOAT, 0, "X", "X", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_FLOAT, 0, "Y", "Y", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*002*/ {SDT_FLOAT, 0, "Z", "Z", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},

};
static int s_objEventogrelib_Vector3_static_var_count_01 = sizeof(s_objEventogrelib_Vector3_static_var_01) / sizeof(s_objEventogrelib_Vector3_static_var_01[0]);

// 四维向量  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Vector4_static_var_02[] = 
{
    /*000*/ {SDT_FLOAT, 0, "X", "X", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_FLOAT, 0, "Y", "Y", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*002*/ {SDT_FLOAT, 0, "Z", "Z", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*003*/ {SDT_FLOAT, 0, "W", "W", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},

};
static int s_objEventogrelib_Vector4_static_var_count_02 = sizeof(s_objEventogrelib_Vector4_static_var_02) / sizeof(s_objEventogrelib_Vector4_static_var_02[0]);

// 变换矩阵  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Matrix_static_var_03[] = 
{
    /*000*/ {SDT_FLOAT, 0, "_11", "_11", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_FLOAT, 0, "_12", "_12", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*002*/ {SDT_FLOAT, 0, "_13", "_13", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*003*/ {SDT_FLOAT, 0, "_14", "_14", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*004*/ {SDT_FLOAT, 0, "_21", "_21", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*005*/ {SDT_FLOAT, 0, "_22", "_22", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*006*/ {SDT_FLOAT, 0, "_23", "_23", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*007*/ {SDT_FLOAT, 0, "_24", "_24", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*008*/ {SDT_FLOAT, 0, "_31", "_31", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*009*/ {SDT_FLOAT, 0, "_32", "_32", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*010*/ {SDT_FLOAT, 0, "_33", "_33", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*011*/ {SDT_FLOAT, 0, "_34", "_34", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*012*/ {SDT_FLOAT, 0, "_41", "_41", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*013*/ {SDT_FLOAT, 0, "_42", "_42", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*014*/ {SDT_FLOAT, 0, "_43", "_43", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*015*/ {SDT_FLOAT, 0, "_44", "_44", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},

};
static int s_objEventogrelib_Matrix_static_var_count_03 = sizeof(s_objEventogrelib_Matrix_static_var_03) / sizeof(s_objEventogrelib_Matrix_static_var_03[0]);

// 平面  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Plane_static_var_04[] = 
{
    /*000*/ {SDT_FLOAT, 0, "a", "a", "平面方程ax + by + cz + dw = 0的x系数", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_FLOAT, 0, "b", "b", "平面方程ax + by + cz + dw = 0的y系数", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*002*/ {SDT_FLOAT, 0, "c", "c", "平面方程ax + by + cz + dw = 0的z系数", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*003*/ {SDT_FLOAT, 0, "d", "d", "平面方程ax + by + cz + dw = 0的w系数", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},

};
static int s_objEventogrelib_Plane_static_var_count_04 = sizeof(s_objEventogrelib_Plane_static_var_04) / sizeof(s_objEventogrelib_Plane_static_var_04[0]);

// 四元数  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Quaternion_static_var_05[] = 
{
    /*000*/ {SDT_FLOAT, 0, "X", "X", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_FLOAT, 0, "Y", "Y", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*002*/ {SDT_FLOAT, 0, "Z", "Z", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*003*/ {SDT_FLOAT, 0, "W", "W", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},

};
static int s_objEventogrelib_Quaternion_static_var_count_05 = sizeof(s_objEventogrelib_Quaternion_static_var_05) / sizeof(s_objEventogrelib_Quaternion_static_var_05[0]);

// 视见区  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_ViewPort_static_var_06[] = 
{
    /*000*/ {SDT_INT, 0, "顶点横坐标", "Left", "视见区左上顶点横坐标", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "顶点纵坐标", "Top", "视见区左上顶点纵坐标", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "宽度", "Width", "视见区的宽度", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "高度", "Height", "视见区的高度", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*004*/ {SDT_FLOAT, 0, "最小变换值", "MinZ", "剪切面Z轴的最小变换值，通常为0.0", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*005*/ {SDT_FLOAT, 0, "最大变换值", "MaxZ", "剪切面Z轴的最大变换值，通常为1.0", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},

};
static int s_objEventogrelib_ViewPort_static_var_count_06 = sizeof(s_objEventogrelib_ViewPort_static_var_06) / sizeof(s_objEventogrelib_ViewPort_static_var_06[0]);

// 三维页面  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Direct3DSurface_static_var_07[] = 
{
    /*000*/ {SDT_INT, 0, "Surface指针", "LPDIRECT3DSURFACE9", NULL, LES_HIDED, (INT)0x00000000},

};
static int s_objEventogrelib_Direct3DSurface_static_var_count_07 = sizeof(s_objEventogrelib_Direct3DSurface_static_var_07) / sizeof(s_objEventogrelib_Direct3DSurface_static_var_07[0]);

// 设备  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Device_static_var_08[] = 
{
    /*000*/ {SDT_INT, 0, "Device指针", "LPDIRECT3DDEVICE", NULL, LES_HIDED, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "D3D指针", "LPDIRECT3D9", NULL, LES_HIDED, (INT)0x00000000},

};
static int s_objEventogrelib_Device_static_var_count_08 = sizeof(s_objEventogrelib_Device_static_var_08) / sizeof(s_objEventogrelib_Device_static_var_08[0]);

// 摄像机  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Camera_static_var_09[] = 
{
    /*000*/ {SDT_FLOAT, 0, "W成分值", "W-component", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},

};
static int s_objEventogrelib_Camera_static_var_count_09 = sizeof(s_objEventogrelib_Camera_static_var_09) / sizeof(s_objEventogrelib_Camera_static_var_09[0]);

// 灯光  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Light_static_var_10[] = 
{
    /*000*/ {MAKELONG(0x29, 0), 0, "灯光类型", "Type", "此成员值可以是“灯光类型”数据类型中的常量值。", NULL, (INT)0x00000000},
    /*001*/ {MAKELONG(0x1C, 0), 0, "漫射光颜色", "DiffuseColour", "光的漫反射颜色,漫射光是分散的，但仍然具有方向。", NULL, (INT)0x00000000},
    /*002*/ {MAKELONG(0x1C, 0), 0, "镜面光颜色", "SpecularColour", "光的镜面光颜色,它不会分散,可以用它在对象上创建高亮。", NULL, (INT)0x00000000},
    /*003*/ {MAKELONG(0x1C, 0), 0, "环境光颜色", "AmbientColour", "光的环境光颜色,它是通用的背景光，它是分散的且没有方向和位置，它充满整个场景。", NULL, (INT)0x00000000},
    /*004*/ {MAKELONG(0x02, 0), 0, "位置", "Position", "光在世界坐标系的位置。本成员对直射光无意义。", NULL, (INT)0x00000000},
    /*005*/ {MAKELONG(0x02, 0), 0, "方向", "Direction", "光在世界坐标系的方向。本成员只对直射光和聚光灯有意义。", NULL, (INT)0x00000000},
    /*006*/ {SDT_FLOAT, 0, "距离", "Range", "光照射的距离，在多远它就没有效果了。本成员对直射光无意义。", NULL, (INT)0x00000000},
    /*007*/ {SDT_FLOAT, 0, "衰减因子", "Falloff", "聚光灯内圈到外圈的衰减值，一般设定为1，否则会得到意料之外的效果，但是绝不会是好事。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*008*/ {SDT_FLOAT, 0, "衰减值0", "Attenuation0", "灯光的衰减值0，范围从0到无穷大。本成员通常设为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*009*/ {SDT_FLOAT, 0, "衰减值1", "Attenuation1", "灯光的衰减值1，范围从0到无穷大。本成员通常设为一个常量值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*010*/ {SDT_FLOAT, 0, "衰减值2", "Attenuation2", "灯光的衰减值2，范围从0到无穷大。本成员通常设为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*011*/ {SDT_FLOAT, 0, "内径", "Theta", "聚光灯的内径，范围从0到外径的值。", NULL, (INT)0x00000000},
    /*012*/ {SDT_FLOAT, 0, "外径", "Phi", "聚光灯的外径, 范围从0到pi(3.1415926...)。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_Light_static_var_count_10 = sizeof(s_objEventogrelib_Light_static_var_10) / sizeof(s_objEventogrelib_Light_static_var_10[0]);

// 材质  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Material_static_var_11[] = 
{
    /*000*/ {MAKELONG(0x1C, 0), 0, "漫射光颜色", "DiffuseColour", "材质的漫反射颜色,漫射光是分散的，但仍然具有方。", NULL, (INT)0x00000000},
    /*001*/ {MAKELONG(0x1C, 0), 0, "镜面光颜色", "SpecularColour", "材质镜面光颜色,它不会分散,可以用它在对象上创建高亮。", NULL, (INT)0x00000000},
    /*002*/ {MAKELONG(0x1C, 0), 0, "环境光颜色", "AmbientColour", "材质环境光颜色,它是通用的背景光，它是分散的且没有方向和位置，它充满整个场景。", NULL, (INT)0x00000000},
    /*003*/ {MAKELONG(0x1C, 0), 0, "自发光颜色", "EmissiveColour", "材质自发光颜色。", NULL, (INT)0x00000000},
    /*004*/ {SDT_FLOAT, 0, "强度", "Power", "材质的反射的镜面光强度。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_Material_static_var_count_11 = sizeof(s_objEventogrelib_Material_static_var_11) / sizeof(s_objEventogrelib_Material_static_var_11[0]);

// 全局唯一标识符  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_GUID_static_var_12[] = 
{
    /*000*/ {SDT_INT, 0, "数据1", "data1", NULL, NULL, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "数据2", "data2", NULL, NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "数据3", "data3", NULL, NULL, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "数据4", "data4", NULL, NULL, (INT)0x00000000},

};
static int s_objEventogrelib_GUID_static_var_count_12 = sizeof(s_objEventogrelib_GUID_static_var_12) / sizeof(s_objEventogrelib_GUID_static_var_12[0]);

// 资源  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DResource9_static_var_13[] = 
{
    /*000*/ {SDT_INT, 0, "资源句柄", "IDirect3DResource9", "。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DResource9_static_var_count_13 = sizeof(s_objEventogrelib_IDirect3DResource9_static_var_13) / sizeof(s_objEventogrelib_IDirect3DResource9_static_var_13[0]);

// 纹理  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DTexture9_static_var_14[] = 
{
    /*000*/ {SDT_INT, 0, "handle", "handle", "handle", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DTexture9_static_var_count_14 = sizeof(s_objEventogrelib_IDirect3DTexture9_static_var_14) / sizeof(s_objEventogrelib_IDirect3DTexture9_static_var_14[0]);

// 基础纹理  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DBaseTexture9_static_var_15[] = 
{
    /*000*/ {SDT_INT, 0, "数据1", "data1", NULL, NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DBaseTexture9_static_var_count_15 = sizeof(s_objEventogrelib_IDirect3DBaseTexture9_static_var_15) / sizeof(s_objEventogrelib_IDirect3DBaseTexture9_static_var_15[0]);

// 立体纹理  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DVolumeTexture9_static_var_16[] = 
{
    /*000*/ {SDT_INT, 0, "handle", "handle", "handle", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DVolumeTexture9_static_var_count_16 = sizeof(s_objEventogrelib_IDirect3DVolumeTexture9_static_var_16) / sizeof(s_objEventogrelib_IDirect3DVolumeTexture9_static_var_16[0]);

// 立方体纹理  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DCubeTexture9_static_var_17[] = 
{
    /*000*/ {SDT_INT, 0, "handle", "handle", "handle", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DCubeTexture9_static_var_count_17 = sizeof(s_objEventogrelib_IDirect3DCubeTexture9_static_var_17) / sizeof(s_objEventogrelib_IDirect3DCubeTexture9_static_var_17[0]);

// 顶点缓冲  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DVertexBuffer9_static_var_18[] = 
{
    /*000*/ {SDT_INT, 0, "handle", "handle", "handle", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DVertexBuffer9_static_var_count_18 = sizeof(s_objEventogrelib_IDirect3DVertexBuffer9_static_var_18) / sizeof(s_objEventogrelib_IDirect3DVertexBuffer9_static_var_18[0]);

// 顶点缓冲描述  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DVERTEXBUFFER_DESC_static_var_19[] = 
{
    /*000*/ {MAKELONG(0x35, 0), 0, "像素格式", "Format", "描述了顶点缓冲使用的像素格式。", NULL, (INT)0x00000000},
    /*001*/ {MAKELONG(0x36, 0), 0, "资源类型", "Type", "描述顶点缓冲的资源类型。", NULL, (INT)0x00000000},
    /*002*/ {MAKELONG(0x37, 0), 0, "使用", "Usage", "是一个或多个“资源用途”常量数据类型中的值。", NULL, (INT)0x00000000},
    /*003*/ {MAKELONG(0x39, 0), 0, "内存池", "Pool", "描述顶点缓冲要使用什么样的内存。", NULL, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "大小", "Size", "顶点缓冲的大小，单位为字节。", NULL, (INT)0x00000000},
    /*005*/ {MAKELONG(0x3C, 0), 0, "灵活顶点", "FVF", "这个顶点缓冲用的是什么灵活顶点格式。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DVERTEXBUFFER_DESC_static_var_count_19 = sizeof(s_objEventogrelib_D3DVERTEXBUFFER_DESC_static_var_19) / sizeof(s_objEventogrelib_D3DVERTEXBUFFER_DESC_static_var_19[0]);

// 顶点着色器  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DVertexShader9_static_var_20[] = 
{
    /*000*/ {SDT_INT, 0, "顶点着色器指针", "IDirect3DVertexShader9", NULL, LES_HIDED, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DVertexShader9_static_var_count_20 = sizeof(s_objEventogrelib_IDirect3DVertexShader9_static_var_20) / sizeof(s_objEventogrelib_IDirect3DVertexShader9_static_var_20[0]);

// 顶点成员  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DVERTEXELEMENT9_static_var_21[] = 
{
    /*000*/ {SDT_BYTE, 0, "序号", "Stream", "数据流序号,当前域会从该编号的数据流中读取。", NULL, (INT)0x00000000},
    /*001*/ {SDT_BYTE, 0, "偏移", "Offset", "偏移量，表示当前域从哪里开始读取，以字节为单位。", NULL, (INT)0x00000000},
    /*002*/ {SDT_BYTE, 0, "类型", "Type", "输入数据的类型，以及数据在传入顶点着色器的寄存器时如何转换格式。输出的类型由方法决定，有些方法有隐式的输入类型。值可以为“顶点成员类型”常量数据类型中的值。", NULL, (INT)0x00000000},
    /*003*/ {SDT_BYTE, 0, "方法", "Method", "将由镶嵌者(tessellator)或任何程序化的几何函数对指定的输入执行的任何预定义操作。值可以为“顶点成员方法”常量数据类型中的值，定义了顶点的类型。", NULL, (INT)0x00000000},
    /*004*/ {SDT_BYTE, 0, "用途", "Useage", "定义的数据的用途。值可以为“顶点成员用途”常量数据类型中的值。", NULL, (INT)0x00000000},
    /*005*/ {SDT_BYTE, 0, "用途索引", "UseageIndex", "用途的索引，和以上成员连用指明一个数据的用途。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DVERTEXELEMENT9_static_var_count_21 = sizeof(s_objEventogrelib_D3DVERTEXELEMENT9_static_var_21) / sizeof(s_objEventogrelib_D3DVERTEXELEMENT9_static_var_21[0]);

// 顶点声明  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DVertexDeclaration9_static_var_22[] = 
{
    /*000*/ {SDT_INT, 0, "handle", "handle", "handle", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DVertexDeclaration9_static_var_count_22 = sizeof(s_objEventogrelib_IDirect3DVertexDeclaration9_static_var_22) / sizeof(s_objEventogrelib_IDirect3DVertexDeclaration9_static_var_22[0]);

// 索引缓冲  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DIndexBuffer9_static_var_23[] = 
{
    /*000*/ {SDT_INT, 0, "handle", "handle", "handle", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DIndexBuffer9_static_var_count_23 = sizeof(s_objEventogrelib_IDirect3DIndexBuffer9_static_var_23) / sizeof(s_objEventogrelib_IDirect3DIndexBuffer9_static_var_23[0]);

// 索引缓冲描述  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DINDEXBUFFER_DESC_static_var_24[] = 
{
    /*000*/ {MAKELONG(0x35, 0), 0, "像素格式", "Format", "描述了顶点缓冲使用的像素格式。", NULL, (INT)0x00000000},
    /*001*/ {MAKELONG(0x36, 0), 0, "资源类型", "Type", "描述顶点缓冲的资源类型。", NULL, (INT)0x00000000},
    /*002*/ {MAKELONG(0x37, 0), 0, "使用", "Usage", "是一个或多个“资源用途”常量数据类型中的值。", NULL, (INT)0x00000000},
    /*003*/ {MAKELONG(0x39, 0), 0, "内存池", "Pool", "描述顶点缓冲要使用什么样的内存。", NULL, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "大小", "Size", "顶点缓冲的大小，单位为字节。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DINDEXBUFFER_DESC_static_var_count_24 = sizeof(s_objEventogrelib_D3DINDEXBUFFER_DESC_static_var_24) / sizeof(s_objEventogrelib_D3DINDEXBUFFER_DESC_static_var_24[0]);

// 模型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_ID3DXMesh_static_var_25[] = 
{
    /*000*/ {SDT_INT, 0, "handle", "handle", "handle", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_ID3DXMesh_static_var_count_25 = sizeof(s_objEventogrelib_ID3DXMesh_static_var_25) / sizeof(s_objEventogrelib_ID3DXMesh_static_var_25[0]);

// 设备参数  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DPRESENT_PARAMETERS_static_var_26[] = 
{
    /*000*/ {SDT_INT, 0, "后台缓冲页面宽度", "BackBufferWidth", "后台缓冲页面的宽度（以像素为单位）。", NULL, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "后台缓冲页面高度", "BackBufferHeight", "后台缓冲页面的高度（以像素为单位）。", NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "后台缓冲页面像素格式", "BackBufferFormat", "后台缓冲页面的像素格式。", NULL, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "后台缓冲页面数量", "BackBufferCount", "后台缓冲页面的数量，通常设为“1”，即只有一个后台表面。", NULL, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "多重采样类型", "MultiSampleType", NULL, NULL, (INT)0x00000000},
    /*005*/ {SDT_INT, 0, "多重采样质量等级", "MultiSampleQuality", NULL, NULL, (INT)0x00000000},
    /*006*/ {SDT_INT, 0, "交换效果", "SwapEffect", "指定页面在交换链中是如何被交换的。可以为以下常量值之一：1、#设备常量.翻转缓冲区后清除缓存；2、#设备常量.翻转缓冲区后保留后台；3、#设备常量.翻转缓冲区后保留后台1。", NULL, (INT)0x00000000},
    /*007*/ {SDT_INT, 0, "设备窗口句柄", "hDeviceWindow", "与设备相关的窗口句柄，你想在哪个窗口绘制就写那个窗口的句柄。", NULL, (INT)0x00000000},
    /*008*/ {SDT_BOOL, 0, "窗口模式", "Windowed", "真为窗口模式，假为全屏模式。", NULL, (INT)0x00000000},
    /*009*/ {SDT_BOOL, 0, "自动创建深度缓冲", "EnableAutoDepthStencil", "为真，设备将自动创建深度缓冲。", NULL, (INT)0x00000000},
    /*010*/ {SDT_INT, 0, "深度缓冲的格式", "AutoDepthStencilFormat", "当“自动创建深度缓冲”成员值为假时将被忽略。", NULL, (INT)0x00000000},
    /*011*/ {SDT_INT, 0, "附加特性", "Flags", "为以下值之一：0、无特性；1、设定后台页面能被锁定，这会降低应用程序的性能；2、深度缓冲在调用交换页面方法后将被删除，这有利于提升程序性能。", NULL, (INT)0x00000000},
    /*012*/ {SDT_INT, 0, "屏幕刷新率", "FullScreen_RefreshRateInHz", "以全屏方式显示时的屏幕刷新率，窗口模式下为0。", NULL, (INT)0x00000000},
    /*013*/ {SDT_INT, 0, "交换间隔", "PresentationInterval", "指定后台缓冲与前台缓冲的交换频率。为以下常量值之一：2147483648、#设备常量.立即交换；1、#设备常量.一个屏幕刷新周期；2、#设备常量.二个屏幕刷新周期；4、#设备常量.三个屏幕刷新周期；8、#设备常量.四个屏幕刷新周期。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DPRESENT_PARAMETERS_static_var_count_26 = sizeof(s_objEventogrelib_D3DPRESENT_PARAMETERS_static_var_26) / sizeof(s_objEventogrelib_D3DPRESENT_PARAMETERS_static_var_26[0]);

// 颜色  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Colour_static_var_27[] = 
{
    /*000*/ {SDT_FLOAT, 0, "红色", "Red", "0.0为最弱，1.0为最强。", NULL, (INT)0x00000000},
    /*001*/ {SDT_FLOAT, 0, "绿色", "Green", "0.0为最弱，1.0为最强。", NULL, (INT)0x00000000},
    /*002*/ {SDT_FLOAT, 0, "蓝色", "Blue", "0.0为最弱，1.0为最强。", NULL, (INT)0x00000000},
    /*003*/ {SDT_FLOAT, 0, "透明", "Alpha", "0.0为最弱，1.0为最强。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_Colour_static_var_count_27 = sizeof(s_objEventogrelib_Colour_static_var_27) / sizeof(s_objEventogrelib_Colour_static_var_27[0]);

// 页面信息  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_SurfaceDest_static_var_28[] = 
{
    /*000*/ {MAKELONG(0x35, 0), 0, "格式", "Format", "页面格式。", NULL, (INT)0x00000000},
    /*001*/ {MAKELONG(0x36, 0), 0, "资源类型", "Type", NULL, NULL, (INT)0x00000000},
    /*002*/ {MAKELONG(0x37, 0), 0, "用途", "Usage", NULL, NULL, (INT)0x00000000},
    /*003*/ {MAKELONG(0x39, 0), 0, "内存分配类型", "Pool", "内存分配类型", NULL, (INT)0x00000000},
    /*004*/ {MAKELONG(0x38, 0), 0, "多重采样类型", "MultiSampleType", NULL, NULL, (INT)0x00000000},
    /*005*/ {SDT_INT, 0, "多重采样质量等级", "MultiSampleQuality", NULL, NULL, (INT)0x00000000},
    /*006*/ {SDT_INT, 0, "宽度", "Width", "页面的宽度。", NULL, (INT)0x00000000},
    /*007*/ {SDT_INT, 0, "高度", "Height", "页面的高度。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_SurfaceDest_static_var_count_28 = sizeof(s_objEventogrelib_SurfaceDest_static_var_28) / sizeof(s_objEventogrelib_SurfaceDest_static_var_28[0]);

// 锁定矩形区域  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_LockedRect_static_var_29[] = 
{
    /*000*/ {SDT_INT, 0, "页面行距", "Pitch", "页面行距（字节为单位）。", NULL, (INT)0x00000000},
    /*001*/ {SDT_BIN, 0, "锁定的数据", "pBits", "已锁定的数据。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_LockedRect_static_var_count_29 = sizeof(s_objEventogrelib_LockedRect_static_var_29) / sizeof(s_objEventogrelib_LockedRect_static_var_29[0]);

// 调色板单元  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_PaletteEntry_static_var_30[] = 
{
    /*000*/ {SDT_INT, 0, "红色值", "red", "调色板单元颜色中红色的值", NULL, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "绿色值", "green", "调色板单元颜色中绿色的值", NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "兰色值", "blue", "调色板单元颜色中兰色的值", NULL, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "透明值", "alpha", "调色板单元颜色中透明值", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_PaletteEntry_static_var_count_30 = sizeof(s_objEventogrelib_PaletteEntry_static_var_30) / sizeof(s_objEventogrelib_PaletteEntry_static_var_30[0]);

// 状态块  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Direct3DStateBlock_static_var_31[] = 
{
    /*000*/ {SDT_INT, 0, "状态块指针", "IDirect3DStateBlock9", NULL, LES_HIDED, (INT)0x00000000},

};
static int s_objEventogrelib_Direct3DStateBlock_static_var_count_31 = sizeof(s_objEventogrelib_Direct3DStateBlock_static_var_31) / sizeof(s_objEventogrelib_Direct3DStateBlock_static_var_31[0]);

// 交换链  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_Direct3DSwapChain_static_var_32[] = 
{
    /*000*/ {SDT_INT, 0, "交换链指针", "IDirect3DSwapChain9", NULL, LES_HIDED, (INT)0x00000000},

};
static int s_objEventogrelib_Direct3DSwapChain_static_var_count_32 = sizeof(s_objEventogrelib_Direct3DSwapChain_static_var_32) / sizeof(s_objEventogrelib_Direct3DSwapChain_static_var_32[0]);

// 显示模式  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_DisplayMode_static_var_33[] = 
{
    /*000*/ {SDT_INT, 0, "宽度", "Width", "屏幕宽度（以像素为单位）。", NULL, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "高度", "Height", "屏幕高度（以像素为单位）。", NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "刷新率", "RefreshRate", "为0表示适配器默认值。", NULL, (INT)0x00000000},
    /*003*/ {MAKELONG(0x35, 0), 0, "页面格式", "Format", "为“页面格式”常量类型中的任一值。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_DisplayMode_static_var_count_33 = sizeof(s_objEventogrelib_DisplayMode_static_var_33) / sizeof(s_objEventogrelib_DisplayMode_static_var_33[0]);

// 立体空间  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DBOX_static_var_34[] = 
{
    /*000*/ {SDT_INT, 0, "左", "Left", "立体空间左边的值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "顶", "Top", "立体空间顶边的值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "右", "Right", "立体空间右边的值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "底", "Bottom", "立体空间底边的值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "前", "Front", "立体空间前边的值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*005*/ {SDT_INT, 0, "后", "Back", "立体空间后边的值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},

};
static int s_objEventogrelib_D3DBOX_static_var_count_34 = sizeof(s_objEventogrelib_D3DBOX_static_var_34) / sizeof(s_objEventogrelib_D3DBOX_static_var_34[0]);

// 空间描述  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DVOLUME_DESC_static_var_35[] = 
{
    /*000*/ {MAKELONG(0x35, 0), 0, "空间像素格式", "Format", "描述空间像素格式。", NULL, (INT)0x00000000},
    /*001*/ {MAKELONG(0x36, 0), 0, "资源类型", "Type", "描述空间的资源类型。", NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "使用", "Usage", "设为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*003*/ {MAKELONG(0x39, 0), 0, "内存池", "Pool", "描述本空间要使用什么样的内存。", NULL, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "宽", "Width", "描述空间的宽度。单位为像素。", NULL, (INT)0x00000000},
    /*005*/ {SDT_INT, 0, "高", "Height", "描述空间的高度。单位为像素。", NULL, (INT)0x00000000},
    /*006*/ {SDT_INT, 0, "深", "Deep", "描述空间的深度。单位为像素。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DVOLUME_DESC_static_var_count_35 = sizeof(s_objEventogrelib_D3DVOLUME_DESC_static_var_35) / sizeof(s_objEventogrelib_D3DVOLUME_DESC_static_var_35[0]);

// 立体  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DVolume9_static_var_36[] = 
{
    /*000*/ {SDT_INT, 0, "handle", "handle", "handle", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DVolume9_static_var_count_36 = sizeof(s_objEventogrelib_IDirect3DVolume9_static_var_36) / sizeof(s_objEventogrelib_IDirect3DVolume9_static_var_36[0]);

// 设备技术特性  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DCAPS9_static_var_37[] = 
{
    /*000*/ {SDT_INT, 0, "设备类型", "DeviceType", "标识用于顶点处理的设备类型。为以下值之一：1、#设备常量.硬件加速；2、#设备常量.软件加速；3、#设备常量.第三方设备插件。", NULL, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "适配器序号", "AdapterOrdinal", "用于“创建设备”命令的适配器序号。", NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "驱动特性", "Caps", "有以下值：131072、#设备常量.返回扫描线。", NULL, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "驱动特性2", "Caps2", "有以下值：131072、#设备常量.伽马斜面调节；1048576、#设备常量.自动伽马校正；268435456、#设备常量.管理资源；536870912、#设备常量.动态纹理；1073741824、#设备常量.自动生成MIP映射。", NULL, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "交换间隔", "PresentationIntervals", "前后台缓冲的交换间隔。为以下值之一：2147483648、#设备常量.立即交换；1、#设备常量.一个屏幕刷新周期；2、#设备常量.二个屏幕刷新周期；4、#设备常量.三个屏幕刷新周期；8、#设备常量.四个屏幕刷新周期。", NULL, (INT)0x00000000},
    /*005*/ {SDT_INT, 0, "设备特性", "DevCaps", "为以下值之一：16、#设备常量.内存执行缓冲区；32、#设备常量.显存执行缓冲区；64、#设备常量.变换过的内存缓冲区和发光顶点；128、#设备常量.变换过的显存缓冲区和发光顶点；256、#设备常量.从内存中取纹理；512、#设备常量.从显存中取纹理；1024、#设备常量.绘制变换过的和发光的顶点图元；2048、#设备常量.页面翻转之后等待渲染命令；4096、#设备常量.从非本地显存中取纹理；8192、#设备常量.设备支持DrawPrimitives2；16384、#设备常量.从单独的内存池纹理化；32768、#设备常量.设备支持扩展的DrawPrimitives2；65536、#设备常量.硬件支持变换和光照；131072、#设备常量.纹理块复制；524288、#设备常量.场景光栅化的硬件加速；1048576、#设备常量.纯设备；2097152、#设备常量.五次贝塞尔曲线和B样条；4194304、#设备常量.矩形和三角路径；16777216、#设备常量.曲面表面。", NULL, (INT)0x00000000},
    /*006*/ {SDT_INT, 0, "混杂驱动图元特性", "PrimitiveMiscCaps", "256、未渲染的设备引用。", NULL, (INT)0x00000000},
    /*007*/ {SDT_INT, 0, "光栅绘制特性", "RasterCaps", "为以下值之一：1、#设备常量.抖动；16、#设备常量.执行Z测试；128、#设备常量.计算雾值并插值；256、#设备常量.根据雾值表计算雾值；8192、#设备常量.LOD偏移调节；32768、#设备常量.执行面消隐；65536、#设备常量.基于范围的雾化；131072、#设备常量.各向异性过滤；262144、#设备常量.使用W深度缓冲；1048576、#设备常量.基于W的雾化；2097152、#设备常量.基于Z的雾化；4194304、#设备常量.迭代恰当的颜色透视；16777216、#设备常量.剪切测试；33554432、#设备常量.深度斜率偏移补偿；67108864、#设备常量.传统深度偏移；134217728、#设备常量.定位多重采样开关。", NULL, (INT)0x00000000},
    /*008*/ {SDT_INT, 0, "源混合特性", "SrcBlendCaps", "混合因子为以下值之一或之和：1、(0, 0, 0, 0)；2、(1, 1, 1, 1)；4、(Rs, Gs, Bs, As)；8、(1-Rs, 1-Gs, 1-Bs, 1-As)；16、(As, As, As, As)；32、(1-As, 1-As, 1-As, 1-As)；64、(Ad, Ad, Ad, Ad)；128、(1-Ad, 1-Ad, 1-Ad, 1-Ad)；256、(Rd, Gd, Bd, Ad)；512、(1-Rd, 1-Gd, 1-Bd, 1-Ad)；1024、(f, f, f, 1); f = min(As, 1-Ad)；4096、(1-As,1-As,1-As,1-As)。", NULL, (INT)0x00000000},
    /*009*/ {SDT_INT, 0, "目标混合特性", "DestBlendCaps", "混合因子为以下值之一或之和：1、(0, 0, 0, 0)；2、(1, 1, 1, 1)；4、(Rs, Gs, Bs, As)；8、(1-Rs, 1-Gs, 1-Bs, 1-As)；16、(As, As, As, As)；32、(1-As, 1-As, 1-As, 1-As)；64、(Ad, Ad, Ad, Ad)；128、(1-Ad, 1-Ad, 1-Ad, 1-Ad)；256、(Rd, Gd, Bd, Ad)；512、(1-Rd, 1-Gd, 1-Bd, 1-Ad)；1024、(f, f, f, 1); f = min(As, 1-Ad)；4096、(As,As,As,As)。", NULL, (INT)0x00000000},
    /*010*/ {SDT_INT, 0, "阿尔法测试比较特性", "AlphaCmpCaps", "值为1或128则表示设备不支持阿尔法测试。其它值表示支持阿尔法测试。", NULL, (INT)0x00000000},
    /*011*/ {SDT_INT, 0, "混杂纹理映射特性", "TextureCaps", "为以下值之一或之和：1、#设备常量.透视角修正纹理；2、#设备常量.二的幂纹理；4、#设备常量.阿尔法纹理像素；32、#设备常量.正方形纹理；64、#设备常量.纹理索引与尺寸不成比例；128、#设备常量.调色板阿尔法；256、#设备常量.使用非二的幂的2D纹理；1024、#设备常量.投影；2048、#设备常量.立方体纹理；8192、#设备常量.体积纹理；16384、#设备常量.Mipmap纹理；32768、#设备常量.Mipmap体积纹理；65536、#设备常量.Mipmap立方体纹理；131072、#设备常量.二的幂立体纹理；262144、#设备常量.二的幂体积纹理；2097152、#设备常量.不支持映射曲面环境。", NULL, (INT)0x00000000},
    /*012*/ {SDT_INT, 0, "纹理对象的寻址特性", "TextureAddressCaps", "为以下值之一或之和：1、#设备常量.环绕纹理寻址；2、#设备常量.镜像纹理寻址；4、#设备常量.截取纹理寻址；8、#设备常量.边框颜色模式；16、#设备常量.UV坐标分别寻址；32、#设备常量.一次镜像模式。", NULL, (INT)0x00000000},
    /*013*/ {SDT_INT, 0, "最大纹理宽度", "MaxTextureWidth", "设备的最大纹理宽度。", NULL, (INT)0x00000000},
    /*014*/ {SDT_INT, 0, "最大纹理高度", "MaxTextureHeight", "设备的最大纹理高度。", NULL, (INT)0x00000000},
    /*015*/ {SDT_INT, 0, "体积纹理三维的最大值", "MaxVolumeExtent", "体积纹理三维（宽度、高度、深度）的任意一个最大值。", NULL, (INT)0x00000000},
    /*016*/ {SDT_INT, 0, "模板缓冲特性", "StencilCaps", "支持模板缓冲操作。", NULL, (INT)0x00000000},
    /*017*/ {SDT_INT, 0, "纹理操作特性", "TextureOpCaps", "值为“纹理层操作”常量值之一或之和。", NULL, (INT)0x00000000},
    /*018*/ {SDT_INT, 0, "最大纹理混合层数量", "MaxTextureBlendStages", "固定功能流水线支持的最大纹理混合层数量。", NULL, (INT)0x00000000},
    /*019*/ {SDT_INT, 0, "顶点处理特性", "VertexProcessingCaps", NULL, NULL, (INT)0x00000000},
    /*020*/ {SDT_INT, 0, "最大顶点混合矩阵个数", "MaxVertexBlendMatrices", "执行多矩阵顶点混合时设备应用的最大矩阵个数。", NULL, (INT)0x00000000},
    /*021*/ {SDT_INT, 0, "最大顶点混合矩阵索引", "MaxVertexBlendMatrixIndex", NULL, NULL, (INT)0x00000000},
    /*022*/ {SDT_INT, 0, "最大图元数", "MaxPrimitiveCount", NULL, NULL, (INT)0x00000000},
    /*023*/ {SDT_INT, 0, "顶点着色器版本", "VertexShaderVersion", "表现顶点着色器的主版本和次版本号。", NULL, (INT)0x00000000},
    /*024*/ {SDT_INT, 0, "像素着色器版本", "PixelShaderVersion", "表现像素着色器的主版本和次版本号。", NULL, (INT)0x00000000},
    /*025*/ {SDT_INT, 0, "设备适配镶嵌特性", "DevCaps2", "设备驱动的适配镶嵌特性。可以为以下值之一：1、#设备常量.流偏移；2、#设备常量.曲面表面置换贴图；4、#设备常量.适配镶嵌RT纹理碎片；8、#设备常量.适配镶嵌曲面表面；16、#设备常量.拉伸块复制纹理源；32、#设备常量.预采样曲面表面置换贴图；64、#设备常量.多顶点共享相同偏移。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DCAPS9_static_var_count_37 = sizeof(s_objEventogrelib_D3DCAPS9_static_var_37) / sizeof(s_objEventogrelib_D3DCAPS9_static_var_37[0]);

// 像素着色器  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_IDirect3DPixelShader9_static_var_38[] = 
{
    /*000*/ {SDT_INT, 0, "像素着色器指针", "IDirect3DPixelShader9", NULL, LES_HIDED, (INT)0x00000000},

};
static int s_objEventogrelib_IDirect3DPixelShader9_static_var_count_38 = sizeof(s_objEventogrelib_IDirect3DPixelShader9_static_var_38) / sizeof(s_objEventogrelib_IDirect3DPixelShader9_static_var_38[0]);

// 图像文件信息  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DXIMAGE_INFO_static_var_39[] = 
{
    /*000*/ {SDT_INT, 0, "源图宽", "Width", "源图像宽度（以像素为单位）。", NULL, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "源图高", "Height", "源图像高度（以像素为单位）。", NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "源图深", "Depth", "源图像深度（以像素为单位）。", NULL, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "源图渐进级数", "MipLevels", "源图的渐进级数。", NULL, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "格式", "Format", "最接近源图像数据的格式。", NULL, (INT)0x00000000},
    /*005*/ {SDT_INT, 0, "纹理类型", "ResourceType", "表示存储在文件中的纹理的类型。为以下值之一：3、#资源类型.纹理；4、#资源类型.立体纹理；5、#资源类型.立方体纹理。", NULL, (INT)0x00000000},
    /*006*/ {SDT_INT, 0, "图像格式", "ImageFileFormat", "指定图像文件格式。为“图像文件格式”常量值之一。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DXIMAGE_INFO_static_var_count_39 = sizeof(s_objEventogrelib_D3DXIMAGE_INFO_static_var_39) / sizeof(s_objEventogrelib_D3DXIMAGE_INFO_static_var_39[0]);

// 灯光类型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_LightType_static_var_40[] = 
{
    /*000*/ {SDT_INT, 0, "点光源", "PointLight", "点光源具有颜色、范围和衰减，但没有方向。例如灯泡。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "直射光", "DirectionalLight", "直射光具有颜色，但没有位置、范围和衰减。例如太阳光。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*002*/ {SDT_INT, 0, "聚光灯", "Spotlight", "聚光灯具有位置、方向、范围、发光内径、发光外径和衰减。例如手电筒。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},

};
static int s_objEventogrelib_LightType_static_var_count_40 = sizeof(s_objEventogrelib_LightType_static_var_40) / sizeof(s_objEventogrelib_LightType_static_var_40[0]);

// 设备常量  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_DeviceConst_static_var_41[] = 
{
    /*000*/ {SDT_INT, 0, "硬件加速", "D3DDEVTYPE_HAL", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "软件加速", "D3DDEVTYPE_REF ", "提供的一种软件光栅化方式，用于显卡不支持D3D的情况。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "第三方设备插件", "D3DDEVTYPE_SW", "注册过的第三方设备插件。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*003*/ {SDT_INT, 0, "FPU保护", "D3DCREATE_FPU_PRESERVE", "指出程序需要双精度浮点单位(FPU)和浮点运算异常校验。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*004*/ {SDT_INT, 0, "采用多线程", "D3DCREATE_MULTITHREADED ", "指出程序要求Direct3D采用多线程，会使Direct3D频繁读取公共部分，降低性能。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*005*/ {SDT_INT, 0, "纯设备", "D3DCREATE_PUREDEVICE", "指定Direct3D不支持Get*函数获取状态，禁止Direct3D提供虚拟设备模拟顶点运算。如果设备不支持顶点运算，程序只能使用转换后顶点。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*006*/ {SDT_INT, 0, "软件顶点处理", "D3DCREATE_SOFTWARE_VERTEXPROCESSING", "软件顶点处理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*007*/ {SDT_INT, 0, "硬件顶点处理", "D3DCREATE_HARDWARE_VERTEXPROCESSING", "硬件顶点处理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000040},
    /*008*/ {SDT_INT, 0, "混合顶点处理", "D3DCREATE_MIXED_VERTEXPROCESSING ", "指定混合顶点处理（软硬件）。", LES_HAS_DEFAULT_VALUE, (INT)0x00000080},
    /*009*/ {SDT_INT, 0, "代替显卡驱动程序管理", "D3DCREATE_DISABLE_DRIVER_MANAGEMENT", "指定Direct3D代替显卡驱动程序管理资源。", LES_HAS_DEFAULT_VALUE, (INT)0x00000100},
    /*010*/ {SDT_INT, 0, "驱动所有主适配器", "D3DCREATE_ADAPTERGROUP_DEVICE", "程序要求设备驱动所有主适配器。此标志在非主适配器上非法。", LES_HAS_DEFAULT_VALUE, (INT)0x00000200},
    /*011*/ {SDT_INT, 0, "渲染目标页面", "D3DCLEAR_TARGET ", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*012*/ {SDT_INT, 0, "深度缓冲区", "D3DCLEAR_ZBUFFER", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*013*/ {SDT_INT, 0, "复制缓冲页面", "D3DCLEAR_STENCIL", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*014*/ {SDT_INT, 0, "点列", "D3DPT_POINTLIST ", "由顶点组成的集合。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*015*/ {SDT_INT, 0, "线列", "D3DPT_LINELIST", "由直线段组成的集合。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*016*/ {SDT_INT, 0, "线带", "D3DPT_LINESTRIP", "由互相连接的直线段组成的集合。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*017*/ {SDT_INT, 0, "三角形列", "D3DPT_TRIANGLELIST ", "由三角形组成的集合，每三个顶点构成一个三角形。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*018*/ {SDT_INT, 0, "三角形带", "D3DPT_TRIANGLESTRIP", "由相接的三角形组成的集合。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*019*/ {SDT_INT, 0, "三角扇形", "D3DPT_TRIANGLEFAN", "由相接且共点的三角形组成。", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*020*/ {SDT_INT, 0, "顶点和像素状态", "D3DSBT_ALL", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*021*/ {SDT_INT, 0, "像素状态", "D3DSBT_PIXELSTATE", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*022*/ {SDT_INT, 0, "顶点状态", "D3DSBT_VERTEXSTATE ", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*023*/ {SDT_INT, 0, "返回扫描线", "D3DCAPS_READ_SCANLINE ", "显示硬件可以返回当前扫描线。", LES_HAS_DEFAULT_VALUE, (INT)0x00020000},
    /*024*/ {SDT_INT, 0, "伽马斜面调节", "D3DCAPS2_FULLSCREENGAMMA ", "支持全屏模式下动态伽马斜面调节。", LES_HAS_DEFAULT_VALUE, (INT)0x00020000},
    /*025*/ {SDT_INT, 0, "自动伽马校正", "D3DCAPS2_CANCALIBRATEGAMMA ", "支持自动伽马校正。", LES_HAS_DEFAULT_VALUE, (INT)0x00100000},
    /*026*/ {SDT_INT, 0, "管理资源", "D3DCAPS2_CANMANAGERESOURCE ", "支持资源的管理。", LES_HAS_DEFAULT_VALUE, (INT)0x10000000},
    /*027*/ {SDT_INT, 0, "动态纹理", "D3DCAPS2_DYNAMICTEXTURES ", "支持动态纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x20000000},
    /*028*/ {SDT_INT, 0, "自动生成渐进映射", "D3DCAPS2_CANAUTOGENMIPMAP ", "支持自动生成渐进映射。", LES_HAS_DEFAULT_VALUE, (INT)0x40000000},
    /*029*/ {SDT_INT, 0, "立即交换", "D3DPRESENT_INTERVAL_IMMEDIATE ", "立即进行前后台缓冲内容的交换。", LES_HAS_DEFAULT_VALUE, (INT)0x80000000},
    /*030*/ {SDT_INT, 0, "一个屏幕刷新周期", "D3DPRESENT_INTERVAL_ONE ", "每一个屏幕刷新周期进行一次前后台缓冲内容的交换。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*031*/ {SDT_INT, 0, "二个屏幕刷新周期", "D3DPRESENT_INTERVAL_TWO ", "每二个屏幕刷新周期进行一次前后台缓冲内容的交换。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*032*/ {SDT_INT, 0, "三个屏幕刷新周期", "D3DPRESENT_INTERVAL_THREE ", "每三个屏幕刷新周期进行一次前后台缓冲内容的交换。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*033*/ {SDT_INT, 0, "四个屏幕刷新周期", "D3DPRESENT_INTERVAL_FOUR ", "每四个屏幕刷新周期进行一次前后台缓冲内容的交换。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*034*/ {SDT_INT, 0, "抖动", "D3DPRASTERCAPS_DITHER", "设备能抖动以改善颜色分辨率。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*035*/ {SDT_INT, 0, "执行Z测试", "D3DPRASTERCAPS_ZTEST", "设备能执行Z测试操作。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*036*/ {SDT_INT, 0, "计算雾值并插值", "D3DPRASTERCAPS_FOGVERTEX", "设备在光照操作的时候计算雾值并在光栅化的时候插值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000080},
    /*037*/ {SDT_INT, 0, "根据雾值表计算雾值", "D3DPRASTERCAPS_FOGTABLE", "设备通过引用包含给定像素深度的雾值索引查找表计算雾值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000100},
    /*038*/ {SDT_INT, 0, "LOD偏移调节", "D3DPRASTERCAPS_MIPMAPLODBIAS", "设备支持LOD偏移调节。", LES_HAS_DEFAULT_VALUE, (INT)0x00002000},
    /*039*/ {SDT_INT, 0, "执行面消隐", "D3DPRASTERCAPS_ZBUFFERLESSHSR", "设备支持面消隐（不需要应用程序排序多边形和分配深度缓存）。", LES_HAS_DEFAULT_VALUE, (INT)0x00008000},
    /*040*/ {SDT_INT, 0, "基于范围的雾化", "D3DPRASTERCAPS_FOGRANGE", "设备支持基于范围的雾化。", LES_HAS_DEFAULT_VALUE, (INT)0x00010000},
    /*041*/ {SDT_INT, 0, "各向异性过滤", "D3DPRASTERCAPS_ANISOTROPY", "设备支持各向异性过滤。", LES_HAS_DEFAULT_VALUE, (INT)0x00020000},
    /*042*/ {SDT_INT, 0, "使用W深度缓冲", "D3DPRASTERCAPS_WBUFFER", "设备支持使用W深度缓冲。", LES_HAS_DEFAULT_VALUE, (INT)0x00040000},
    /*043*/ {SDT_INT, 0, "基于W的雾化", "D3DPRASTERCAPS_WFOG", "设备支持基于W的雾化。", LES_HAS_DEFAULT_VALUE, (INT)0x00100000},
    /*044*/ {SDT_INT, 0, "基于Z的雾化", "D3DPRASTERCAPS_ZFOG", "设备支持基于Z的雾化。", LES_HAS_DEFAULT_VALUE, (INT)0x00200000},
    /*045*/ {SDT_INT, 0, "迭代恰当的颜色透视", "D3DPRASTERCAPS_COLORPERSPECTIVE", "设备恰当的颜色透视。", LES_HAS_DEFAULT_VALUE, (INT)0x00400000},
    /*046*/ {SDT_INT, 0, "剪切测试", "D3DPRASTERCAPS_SCISSORTEST", "设备支持剪切测试。", LES_HAS_DEFAULT_VALUE, (INT)0x01000000},
    /*047*/ {SDT_INT, 0, "深度斜率偏移补偿", "D3DPRASTERCAPS_SLOPESCALEDEPTHBIAS", "设备执行正确的深度斜率偏移补偿。", LES_HAS_DEFAULT_VALUE, (INT)0x02000000},
    /*048*/ {SDT_INT, 0, "传统深度偏移", "D3DPRASTERCAPS_DEPTHBIAS", "设备支持传统深度偏移。", LES_HAS_DEFAULT_VALUE, (INT)0x04000000},
    /*049*/ {SDT_INT, 0, "定位多重采样开关", "D3DPRASTERCAPS_MULTISAMPLE_TOGGLE", "设备支持在开始场景和结束场景之间的定位多重采样开关。", LES_HAS_DEFAULT_VALUE, (INT)0x08000000},
    /*050*/ {SDT_INT, 0, "透视角修正纹理", "D3DPTEXTURECAPS_PERSPECTIVE", "设备支持透视角修正纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*051*/ {SDT_INT, 0, "二的幂纹理", "D3DPTEXTURECAPS_POW2", "所有纹理的宽度和高度必须为2的幂。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*052*/ {SDT_INT, 0, "阿尔法纹理像素", "D3DPTEXTURECAPS_ALPHA", "支持阿尔法纹理像素。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*053*/ {SDT_INT, 0, "正方形纹理", "D3DPTEXTURECAPS_SQUAREONLY", "所有的纹理必须为正方形。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*054*/ {SDT_INT, 0, "纹理索引与尺寸不成比例", "D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE", "纹理索引与先前插入的纹理尺寸不成比例。", LES_HAS_DEFAULT_VALUE, (INT)0x00000040},
    /*055*/ {SDT_INT, 0, "调色板阿尔法", "D3DPTEXTURECAPS_ALPHAPALETTE", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000080},
    /*056*/ {SDT_INT, 0, "使用非二的幂的2D纹理", "D3DPTEXTURECAPS_NONPOW2CONDITIONAL", "支持使用非2的幂的2D纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000100},
    /*057*/ {SDT_INT, 0, "投影", "D3DPTEXTURECAPS_PROJECTED", "告诉系统在光栅化操作前把所有元素除以最后一个元素。例如，当显式使用三元素纹理坐标，或纹理变换产生三元素纹理坐标时，应用程序可以同时使用“三个”和“投影”标志，这会使光栅化器把前两个元素除以最后一个元素，并得到寻址二维纹理所需的二维纹理坐标。", LES_HAS_DEFAULT_VALUE, (INT)0x00000400},
    /*058*/ {SDT_INT, 0, "立方体纹理", "D3DPTEXTURECAPS_CUBEMAP", "支持立方体纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000800},
    /*059*/ {SDT_INT, 0, "体积纹理", "D3DPTEXTURECAPS_VOLUMEMAP", "支持体积纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00002000},
    /*060*/ {SDT_INT, 0, "渐进映射纹理", "D3DPTEXTURECAPS_MIPMAP", "支持渐进映射纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00004000},
    /*061*/ {SDT_INT, 0, "渐进映射体积纹理", "D3DPTEXTURECAPS_MIPVOLUMEMAP", "支持渐进映射体积纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00008000},
    /*062*/ {SDT_INT, 0, "渐进映射立方体纹理", "D3DPTEXTURECAPS_MIPCUBEMAP", "支持渐进映射立方体纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00010000},
    /*063*/ {SDT_INT, 0, "二的幂立体纹理", "D3DPTEXTURECAPS_CUBEMAP_POW2", "立体纹理贴图的维数为2的幂。", LES_HAS_DEFAULT_VALUE, (INT)0x00020000},
    /*064*/ {SDT_INT, 0, "二的幂体积纹理", "D3DPTEXTURECAPS_VOLUMEMAP_POW2", "体积纹理贴图的维数为2的幂。", LES_HAS_DEFAULT_VALUE, (INT)0x00040000},
    /*065*/ {SDT_INT, 0, "不支持映射曲面环境", "D3DPTEXTURECAPS_NOPROJECTEDBUMPENV", "不支持可编程查找操作和固定功能着色器中的映射曲面环境。", LES_HAS_DEFAULT_VALUE, (INT)0x00200000},
    /*066*/ {SDT_INT, 0, "环绕纹理寻址", "D3DPTADDRESSCAPS_WRAP", "设备能进行环绕纹理寻址。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*067*/ {SDT_INT, 0, "镜像纹理寻址", "D3DPTADDRESSCAPS_MIRROR", "设备能进行镜像纹理寻址。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*068*/ {SDT_INT, 0, "截取纹理寻址", "D3DPTADDRESSCAPS_CLAMP", "设备能进行截取纹理寻址。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*069*/ {SDT_INT, 0, "边框颜色模式", "D3DPTADDRESSCAPS_BORDER", "设备支持对于位于[0.0, 1.0]范围之外的纹理坐标使用一个被称为边框颜色的指定颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*070*/ {SDT_INT, 0, "UV坐标分别寻址", "D3DPTADDRESSCAPS_INDEPENDENTUV", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*071*/ {SDT_INT, 0, "一次镜像模式", "D3DPTADDRESSCAPS_MIRRORONCE", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*072*/ {SDT_INT, 0, "流偏移", "D3DDEVCAPS2_STREAMOFFSET", "设备支持流偏移。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*073*/ {SDT_INT, 0, "曲面表面置换贴图", "D3DDEVCAPS2_DMAPNPATCH", "设备支持曲面表面置换贴图。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*074*/ {SDT_INT, 0, "适配镶嵌RT纹理碎片", "D3DDEVCAPS2_ADAPTIVETESSRTPATCH", "设备支持适配镶嵌RT纹理碎片。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*075*/ {SDT_INT, 0, "适配镶嵌曲面表面", "D3DDEVCAPS2_ADAPTIVETESSNPATCH", "设备支持适配镶嵌曲面表面。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*076*/ {SDT_INT, 0, "拉伸块复制纹理源", "D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES", "设备支持在“拉伸块复制”命令中使用纹理作为源。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*077*/ {SDT_INT, 0, "预采样曲面表面置换贴图", "D3DDEVCAPS2_PRESAMPLEDDMAPNPATCH", "设备支持预采样曲面表面置换贴图。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*078*/ {SDT_INT, 0, "多顶点共享相同偏移", "D3DDEVCAPS2_VERTEXELEMENTSCANSHARESTREAMOFFSET", "设备支持多个顶点在流中共享相同的偏移。", LES_HAS_DEFAULT_VALUE, (INT)0x00000040},
    /*079*/ {SDT_INT, 0, "内存执行缓冲区", "D3DDEVCAPS_EXECUTESYSTEMMEMORY", "设备能使用系统内存执行缓冲区。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*080*/ {SDT_INT, 0, "显存执行缓冲区", "D3DDEVCAPS_EXECUTEVIDEOMEMORY", "设备能使用显存执行缓冲区。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*081*/ {SDT_INT, 0, "变换过的内存缓冲区和发光顶点", "D3DDEVCAPS_TLVERTEXSYSTEMMEMORY", "设备能使用变换过的内存缓冲区和发光顶点。", LES_HAS_DEFAULT_VALUE, (INT)0x00000040},
    /*082*/ {SDT_INT, 0, "变换过的显存缓冲区和发光顶点", "D3DDEVCAPS_TLVERTEXVIDEOMEMORY", "设备能使用变换过的显存缓冲区和发光顶点。", LES_HAS_DEFAULT_VALUE, (INT)0x00000080},
    /*083*/ {SDT_INT, 0, "从内存中取纹理", "D3DDEVCAPS_TEXTURESYSTEMMEMORY", "设备能从内存中取纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000100},
    /*084*/ {SDT_INT, 0, "从显存中取纹理", "D3DDEVCAPS_TEXTUREVIDEOMEMORY", "设备能从显存中取纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000200},
    /*085*/ {SDT_INT, 0, "绘制变换过的和发光的顶点图元", "D3DDEVCAPS_DRAWPRIMTLVERTEX", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000400},
    /*086*/ {SDT_INT, 0, "页面翻转之后等待渲染命令", "D3DDEVCAPS_CANRENDERAFTERFLIP", "设备能在页面翻转之后等待渲染命令。", LES_HAS_DEFAULT_VALUE, (INT)0x00000800},
    /*087*/ {SDT_INT, 0, "从非本地显存中取纹理", "D3DDEVCAPS_TEXTURENONLOCALVIDMEM", "设备能从非本地显存中取纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00001000},
    /*088*/ {SDT_INT, 0, "设备支持DrawPrimitives2", "D3DDEVCAPS_DRAWPRIMITIVES2", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00002000},
    /*089*/ {SDT_INT, 0, "从单独的内存池纹理化", "D3DDEVCAPS_SEPARATETEXTUREMEMORIES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00004000},
    /*090*/ {SDT_INT, 0, "设备支持扩展的DrawPrimitives2", "D3DDEVCAPS_DRAWPRIMITIVES2EX", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00008000},
    /*091*/ {SDT_INT, 0, "硬件支持变换和光照", "D3DDEVCAPS_HWTRANSFORMANDLIGHT", "设备硬件支持变换和光照。", LES_HAS_DEFAULT_VALUE, (INT)0x00010000},
    /*092*/ {SDT_INT, 0, "纹理块复制", "D3DDEVCAPS_CANBLTSYSTONONLOCAL", "设备能进行从内存到非本地显存的纹理块复制。", LES_HAS_DEFAULT_VALUE, (INT)0x00020000},
    /*093*/ {SDT_INT, 0, "场景光栅化的硬件加速", "D3DDEVCAPS_HWRASTERIZATION", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00080000},
    /*094*/ {SDT_INT, 0, "纯设备", "D3DDEVCAPS_PUREDEVICE", "硬件支持光栅化、变换、光照、着色。", LES_HAS_DEFAULT_VALUE, (INT)0x00100000},
    /*095*/ {SDT_INT, 0, "五次贝塞尔曲线和B样条", "D3DDEVCAPS_QUINTICRTPATCHES", "设备支持五次贝塞尔曲线和B样条。", LES_HAS_DEFAULT_VALUE, (INT)0x00200000},
    /*096*/ {SDT_INT, 0, "矩形和三角路径", "D3DDEVCAPS_RTPATCHES", "设备支持矩形和三角路径。", LES_HAS_DEFAULT_VALUE, (INT)0x00400000},
    /*097*/ {SDT_INT, 0, "曲面表面", "D3DDEVCAPS_NPATCHES", "设备支持曲面表面。", LES_HAS_DEFAULT_VALUE, (INT)0x01000000},
    /*098*/ {SDT_INT, 0, "翻转缓冲区后清除后台", "D3DSWAPEFFECT_DISCARD", "后台缓冲复制到前台后，清除后台缓冲内容。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*099*/ {SDT_INT, 0, "翻转缓冲区后保留后台", "D3DSWAPEFFECT_FLIP", "后台缓冲复制到前台后，保留后台缓冲内容，后台缓冲数 > 1。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*100*/ {SDT_INT, 0, "翻转缓冲区后保留后台1", "D3DSWAPEFFECT_COPY", "后台缓冲复制到前台后，保留后台缓冲内容，后台缓冲数 = 1。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},

};
static int s_objEventogrelib_DeviceConst_static_var_count_41 = sizeof(s_objEventogrelib_DeviceConst_static_var_41) / sizeof(s_objEventogrelib_DeviceConst_static_var_41[0]);

// 渲染状态  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_RenderState_static_var_42[] = 
{
    /*000*/ {SDT_INT, 0, "Z缓冲", "D3DRS_ZENABLE", "设置深度缓冲状态。为以下常量值之一：0、#渲染状态值.关闭Z缓冲；1、#渲染状态值.打开Z缓冲；2、#渲染状态值.打开W缓冲。默认值为1。", LES_HAS_DEFAULT_VALUE, (INT)0x00000007},
    /*001*/ {SDT_INT, 0, "填充模式", "D3DRS_FILLMODE", "设置填充模式。为以下常量值之一：1、#渲染状态值.填充点；2、#渲染状态值.填充边；3、#渲染状态值.填充面；默认值为3。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*002*/ {SDT_INT, 0, "着色模式", "D3DRS_SHADEMODE", "支持两种着色模式。为以下常量值之一：1、#渲染状态值.平面着色；2、#渲染状态值.高洛德着色。默认值为2。", LES_HAS_DEFAULT_VALUE, (INT)0x00000009},
    /*003*/ {SDT_INT, 0, "深度缓存写权限", "D3DRS_ZWRITEENABLE", "改变深度缓存的写权限。0、禁止写入，1、允许写入。默认值为1。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000E},
    /*004*/ {SDT_INT, 0, "深度缓存比较深度值", "D3DRS_ZFUNC", "改变深度缓存比较深度值。为以下常量值之一：1、#渲染状态值.永远不覆盖；2、#渲染状态值.小于时覆盖；3、#渲染状态值.相等时覆盖；4、#渲染状态值.小于等于时覆盖；5、#渲染状态值.大于时覆盖；6、#渲染状态值.不等于时覆盖；7、#渲染状态值.大于等于时覆盖；8、#渲染状态值.总是覆盖；默认值为4。", LES_HAS_DEFAULT_VALUE, (INT)0x00000017},
    /*005*/ {SDT_INT, 0, "阿尔法测试", "D3DRS_ALPHATESTENABLE", "0、禁止阿尔法测试，1、允许对每个像素进行阿尔法测试。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000F},
    /*006*/ {SDT_INT, 0, "阿尔法参考值", "D3DRS_ALPHAREF", "在阿尔法测试状态为1时设置阿尔法测试参考值。可以通过更改阿尔法测试参考值来控制轮廓边的粗细。取值范围为0-255。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000018},
    /*007*/ {SDT_INT, 0, "阿尔法比较参数", "D3DRS_ALPHAFUNC", "设置阿尔法比较参数。为以下常量值之一：1、#渲染状态值.永远不覆盖；2、#渲染状态值.小于时覆盖；3、#渲染状态值.相等时覆盖；4、#渲染状态值.小于等于时覆盖；5、#渲染状态值.大于时覆盖；6、#渲染状态值.不等于时覆盖；7、#渲染状态值.大于等于时覆盖；8、#渲染状态值.总是覆盖；默认值为8。", LES_HAS_DEFAULT_VALUE, (INT)0x00000019},
    /*008*/ {SDT_INT, 0, "背面剔除模式", "D3DRS_CULLMODE", "指定三角形背面剔除模式，为以下常量值之一：1、#渲染状态值.不剔除背面；2、#渲染状态值.顺时针剔除背面；3、#渲染状态值.逆时针剔除背面；默认值为3。", LES_HAS_DEFAULT_VALUE, (INT)0x00000016},
    /*009*/ {SDT_INT, 0, "允许抖动", "D3DRS_DITHERENABLE", "设置抖动状态。0、禁止抖动；1、允许抖动。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001A},
    /*010*/ {SDT_INT, 0, "源混合模式", "D3DRS_SRCBLEND", "设置源混合状态。混合因子为以下值之一：1、(0, 0, 0, 0)；2、(1, 1, 1, 1)；3、(Rs,Gs,Bs,As)；4、(1-Rs, 1-Gs, 1-Bs, 1-As)；5、(As, As, As, As)；6、( 1-As, 1-As, 1-As, 1-As)；7、(Ad, Ad, Ad, Ad)；8、(1-Ad, 1-Ad, 1-Ad, 1-Ad)；9、(Rd, Gd, Bd, Ad)；10、(1-Rd, 1-Gd, 1-Bd, 1-Ad)；11、(f, f, f, 1); f = min(A, 1-Ad)；默认值为2。", LES_HAS_DEFAULT_VALUE, (INT)0x00000013},
    /*011*/ {SDT_INT, 0, "目标混合模式", "D3DRS_DESTBLEND", "设置目标混合状态。混合因子为以下值之一：1、(0, 0, 0, 0)；2、(1, 1, 1, 1)；3、(Rs,Gs,Bs,As)；4、(1-Rs, 1-Gs, 1-Bs, 1-As)；5、(As, As, As, As)；6、( 1-As, 1-As, 1-As, 1-As)；7、(Ad, Ad, Ad, Ad)；8、(1-Ad, 1-Ad, 1-Ad, 1-Ad)；9、(Rd, Gd, Bd, Ad)；10、(1-Rd, 1-Gd, 1-Bd, 1-Ad)；11、(f, f, f, 1); f = min(A, 1-Ad)；默认值为1。", LES_HAS_DEFAULT_VALUE, (INT)0x00000014},
    /*012*/ {SDT_INT, 0, "阿尔法透明度混合", "D3DRS_ALPHABLENDENABLE", "设置阿尔法透明度混合状态。0、禁用；1、启用。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001B},
    /*013*/ {SDT_INT, 0, "镜面反射效果", "D3DRS_SPECULARENABLE", "设置镜面反射效果。0、禁用；1、启用。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001D},
    /*014*/ {SDT_INT, 0, "烟雾效果", "D3DRS_FOGENABLE", "设置烟雾效果。0、禁用；1、启用。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001C},
    /*015*/ {SDT_INT, 0, "烟雾颜色", "D3DRS_FOGCOLOR", "设置烟雾颜色。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000022},
    /*016*/ {SDT_INT, 0, "烟雾模式", "D3DRS_FOGTABLEMODE", "设置烟雾模式。为以下常量值之一：0、#设备渲染状态值.无烟雾效果；1、#设备渲染状态值.烟雾效果公式；2、#设备渲染状态值.烟雾效果公式2；3、#设备渲染状态值.线性烟雾效果。", LES_HAS_DEFAULT_VALUE, (INT)0x00000023},
    /*017*/ {SDT_INT, 0, "烟雾开始范围", "D3DRS_FOGSTART", "设置烟雾的开始范围。默认值为0.0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000024},
    /*018*/ {SDT_INT, 0, "烟雾结束范围", "D3DRS_FOGEND", "设置烟雾的结束范围。默认值为1.0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000025},
    /*019*/ {SDT_INT, 0, "烟雾浓度", "D3DRS_FOGDENSITY", "设置烟雾浓度。范围为0.0-1.0。默认值为1.0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000026},
    /*020*/ {SDT_INT, 0, "顶点烟雾模式", "D3DRS_FOGVERTEXMODE", "设置顶点烟雾模式。", LES_HAS_DEFAULT_VALUE, (INT)0x0000008C},
    /*021*/ {SDT_INT, 0, "模板缓冲", "D3DRS_STENCILENABLE", "设置模板缓冲。0、禁用；1、启用。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000034},
    /*022*/ {SDT_INT, 0, "图元裁剪", "D3DRS_CLIPPING", "设置图元裁剪。0、禁用；1、启用。默认值为1。", LES_HAS_DEFAULT_VALUE, (INT)0x00000088},
    /*023*/ {SDT_INT, 0, "光照效果", "D3DRS_LIGHTING", "设置光照效果。0、禁用；1、启用。默认值为1。", LES_HAS_DEFAULT_VALUE, (INT)0x00000089},
    /*024*/ {SDT_INT, 0, "环境光颜色", "D3DRS_AMBIENT", "设置环境光颜色。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000008B},
    /*025*/ {SDT_INT, 0, "顶点色", "D3DRS_COLORVERTEX", "设置顶点色状态。0、禁用；1、启用。默认值为1。", LES_HAS_DEFAULT_VALUE, (INT)0x0000008D},
    /*026*/ {SDT_INT, 0, "标准顶点法线", "D3DRS_NORMALIZENORMALS", "设置标准顶点法线。0、禁用；1、启用。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000008F},
    /*027*/ {SDT_INT, 0, "漫反射材质源", "D3DRS_DIFFUSEMATERIALSOURCE", "指定从何处得到漫反射材质的颜色。为以下常量值之一：0、#渲染状态值.当前材质颜色；1、#渲染状态值.顶点漫反射颜色；2、#渲染状态值.顶点镜面反射颜色；只有在顶点色状态为1时有效。默认值为1。", LES_HAS_DEFAULT_VALUE, (INT)0x00000091},
    /*028*/ {SDT_INT, 0, "镜面反射材质源", "D3DRS_SPECULARMATERIALSOURCE", "指定从何处得到镜面反射材质的颜色。为以下常量值之一：0、#渲染状态值.当前材质颜色；1、#渲染状态值.顶点漫反射颜色；2、#渲染状态值.顶点镜面反射颜色；只有在顶点色状态为1时有效。默认值为2。", LES_HAS_DEFAULT_VALUE, (INT)0x00000092},
    /*029*/ {SDT_INT, 0, "环境光材质源", "D3DRS_AMBIENTMATERIALSOURCE", "指定从何处得到环境光材质的颜色。为以下常量值之一：0、#渲染状态值.当前材质颜色；1、#渲染状态值.顶点漫反射颜色；2、#渲染状态值.顶点镜面反射颜色；只有在顶点色状态为1时有效。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000093},
    /*030*/ {SDT_INT, 0, "放射材质源", "D3DRS_EMISSIVEMATERIALSOURCE", "指定从何处得到放射材质的颜色。为以下常量值之一：0、#渲染状态值.当前材质颜色；1、#渲染状态值.顶点漫反射颜色；2、#渲染状态值.顶点镜面反射颜色；只有在顶点色状态为1时有效。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000094},
    /*031*/ {SDT_INT, 0, "纹理因子", "D3DRS_TEXTUREFACTOR", "相关值为颜色值。默认值为不透明白色（4294967295）。", LES_HAS_DEFAULT_VALUE, (INT)0x0000003C},

};
static int s_objEventogrelib_RenderState_static_var_count_42 = sizeof(s_objEventogrelib_RenderState_static_var_42) / sizeof(s_objEventogrelib_RenderState_static_var_42[0]);

// 渲染状态值  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_RenderStateValue_static_var_43[] = 
{
    /*000*/ {SDT_INT, 0, "关闭Z缓冲", "D3DZB_FALSE", "Z缓冲状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "打开Z缓冲", "D3DZB_TRUE", "Z缓冲状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "打开W缓冲", "D3DZB_USEW", "Z缓冲状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "填充点", "D3DFILL_POINT", "填充模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "填充边", "D3DFILL_WIREFRAME", "填充模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*005*/ {SDT_INT, 0, "填充面", "D3DFILL_SOLID", "填充模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*006*/ {SDT_INT, 0, "平面着色", "D3DSHADE_FLAT", "着色模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*007*/ {SDT_INT, 0, "高洛德着色", "D3DSHADE_GOURAUD", "着色模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*008*/ {SDT_INT, 0, "不剔除背面", "D3DCULL_NONE", "背面剔除模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*009*/ {SDT_INT, 0, "顺时针剔除背面", "D3DCULL_CW", "背面剔除模式状态值。按照顺时针的方向的顶点剔除背面。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*010*/ {SDT_INT, 0, "逆时针剔除背面", "D3DCULL_CCW", "背面剔除模式状态值。按照逆时针方向剔除背面。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*011*/ {SDT_INT, 0, "永远不覆盖", "D3DCMP_NEVER", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*012*/ {SDT_INT, 0, "小于时覆盖", "D3DCMP_LESS", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*013*/ {SDT_INT, 0, "相等时覆盖", "D3DCMP_EQUAL", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*014*/ {SDT_INT, 0, "小于等于时覆盖", "D3DCMP_LESSEQUAL", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*015*/ {SDT_INT, 0, "大于时覆盖", "D3DCMP_GREATER", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*016*/ {SDT_INT, 0, "不等于时覆盖", "D3DCMP_NOTEQUAL", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*017*/ {SDT_INT, 0, "大于等于时覆盖", "D3DCMP_GREATEREQUAL", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000007},
    /*018*/ {SDT_INT, 0, "总是覆盖", "D3DCMP_ALWAYS", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*019*/ {SDT_INT, 0, "无烟雾效果", "D3DFOG_NONE", "烟雾模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*020*/ {SDT_INT, 0, "烟雾效果公式", "D3DFOG_EXP", "烟雾模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*021*/ {SDT_INT, 0, "烟雾效果公式2", "D3DFOG_EXP2", "烟雾模式状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*022*/ {SDT_INT, 0, "线性烟雾效果", "D3DFOG_LINEAR", "烟雾模式状态值。公式为：f = (end - d)/(end - start)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*023*/ {SDT_INT, 0, "当前材质颜色", "D3DMCS_MATERIAL", "漫反射材质源状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*024*/ {SDT_INT, 0, "顶点漫反射颜色", "D3DMCS_COLOR1", "漫反射材质源状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*025*/ {SDT_INT, 0, "顶点镜面反射颜色", "D3DMCS_COLOR2", "漫反射材质源状态值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},

};
static int s_objEventogrelib_RenderStateValue_static_var_count_43 = sizeof(s_objEventogrelib_RenderStateValue_static_var_43) / sizeof(s_objEventogrelib_RenderStateValue_static_var_43[0]);

// 取样器状态类型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DSAMPLERSTATETYPE_static_var_44[] = 
{
    /*000*/ {SDT_INT, 0, "寻址模式U", "D3DSAMP_ADDRESSU", "纹理坐标U轴的寻址模式。值可以为“纹理寻址”常量数据类型中的值，默认值为“环绕模式”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "寻址模式V", "D3DSAMP_ADDRESSV", "纹理坐标V轴的寻址模式。值可以为“纹理寻址”常量数据类型中的值，默认值为“环绕模式”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "寻址模式W", "D3DSAMP_ADDRESSW", "纹理坐标W轴的寻址模式。值可以为“纹理寻址”常量数据类型中的值，默认值为“环绕模式”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*003*/ {SDT_INT, 0, "置边框颜色", "D3DSAMP_BORDERCOLOR", "置边框颜色。值可以为颜色值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*004*/ {SDT_INT, 0, "放大过滤", "D3DSAMP_MAGFILTER", "当图像被放大时用到的过滤方法。值可以为“纹理过滤类型”常量数据类型中的值,默认值为“最近点取样”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*005*/ {SDT_INT, 0, "缩小过滤", "D3DSAMP_MINFILTER", "当图像被缩小时用到的过滤方法。值可以为“纹理过滤类型”常量数据类型中的值,默认值为“最近点取样”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*006*/ {SDT_INT, 0, "多纹理过滤", "D3DSAMP_MIPFILTER", "多纹理渐进过滤(Mipmap)是一系列纹理，每一张纹理都表示同一幅图像，但是分辨率逐渐变低。多纹理过滤(Mipmap)中的每张图像，或每一级，都比前一级小一半。值可以为“纹理过滤类型”常量数据类型中的值。默认值为“禁止”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000007},
    /*007*/ {SDT_INT, 0, "多纹理层次细节指数", "D3DSAMP_MIPMAPLODBIAS", "多纹理层次细节指数。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*008*/ {SDT_INT, 0, "最大多纹理层次", "D3DSAMP_MAXMIPLEVEL", "最大多纹理层次。默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000009},
    /*009*/ {SDT_INT, 0, "最大各向异性指数", "D3DSAMP_MAXANISOTROPY", "最大各向异性指数。默认值为1。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000A},
    /*010*/ {SDT_INT, 0, "伽玛校正系数", "D3DSAMP_SRGBTEXTURE", "伽玛校正系数,默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000B},
    /*011*/ {SDT_INT, 0, "多元素纹理元素索引", "D3DSAMP_ELEMENTINDEX", "多元素纹理元素索引,默认值为0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000C},
    /*012*/ {SDT_INT, 0, "位移贴图偏移", "D3DSAMP_DMAPOFFSET", "位移贴图偏移。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000D},

};
static int s_objEventogrelib_D3DSAMPLERSTATETYPE_static_var_count_44 = sizeof(s_objEventogrelib_D3DSAMPLERSTATETYPE_static_var_44) / sizeof(s_objEventogrelib_D3DSAMPLERSTATETYPE_static_var_44[0]);

// 纹理寻址模式  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DTEXTUREADDRESS_static_var_45[] = 
{
    /*000*/ {SDT_INT, 0, "环绕模式", "D3DTADDRESS_WRAP", "本模式会使D3D在纹理坐标的整数边界重复使用该纹理。例如U值从0到3，那么纹理将重复贴3次。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "镜像模式", "D3DTADDRESS_MIRROR", "本模式会使D3D在纹理坐标的整数边界先对纹理进行镜像然后再重复使用。例如U值从0到3，那么纹理将重复贴3次，第一个纹理是正常的，第二个是第一个的镜像，第三个又是正常的。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "截取模式", "D3DTADDRESS_CLAMP", "本模式会使D3D在纹理坐标截取到[0.0, 1.0]范围内，也就是说，这种模式只应用纹理一次，然后就重复使用纹理边缘处像素的颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*003*/ {SDT_INT, 0, "边框颜色模式", "D3DTADDRESS_BORDER", "本模式会使D3D对于位于[0.0, 1.0]范围之外的纹理坐标使用一个被称为边框颜色的指定颜色。注：颜色值须再次调用“设置取样器状态”方法第二个参数传“置边框颜色”设置。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*004*/ {SDT_INT, 0, "一次镜像模式", "D3DTADDRESS_MIRRORONCE", "本模式表示仅在位置为[-1,1]作一次镜像,其它的像素重复使用纹理边缘处像素的颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},

};
static int s_objEventogrelib_D3DTEXTUREADDRESS_static_var_count_45 = sizeof(s_objEventogrelib_D3DTEXTUREADDRESS_static_var_45) / sizeof(s_objEventogrelib_D3DTEXTUREADDRESS_static_var_45[0]);

// 纹理过滤类型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DTEXTUREFILTERTYPE_static_var_46[] = 
{
    /*000*/ {SDT_INT, 0, "禁止", "D3DTEXF_NONE", "此类型可以用来禁用多纹理渐进(Mipmap)过滤类型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "最近点取样", "D3DTEXF_POINT", "此类型表示D3D将先计算纹理地址（通常都不是整数），然后使用离该值最近的整数地址处的颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "线性纹理过滤", "D3DTEXF_LINEAR", "此类型表示D3D将用双线性过滤算法来取颜色，此方法比“最近点取样”要好，不过也要消耗更多的资源。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "各向异性纹理过滤", "D3DTEXF_ANISOTROPIC", "此类型表示D3D将用根据像素被反向映射到纹理空间中的伸长率（也就是长度除以宽度）来取颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*004*/ {SDT_INT, 0, "锥体四次过滤", "D3DTEXF_PYRAMIDALQUAD", "此类型表示D3D将用锥体四次过滤(4-sample tent)算法来取颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*005*/ {SDT_INT, 0, "高斯四次过滤", "D3DTEXF_GAUSSIANQUAD", "此类型表示D3D将用高斯四次过滤(4-sample Gaussian)算法来取颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000007},

};
static int s_objEventogrelib_D3DTEXTUREFILTERTYPE_static_var_count_46 = sizeof(s_objEventogrelib_D3DTEXTUREFILTERTYPE_static_var_46) / sizeof(s_objEventogrelib_D3DTEXTUREFILTERTYPE_static_var_46[0]);

// 纹理层状态类型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DTEXTURESTAGESTATETYPE_static_var_47[] = 
{
    /*000*/ {SDT_INT, 0, "颜色通道操作", "D3DTSS_COLOROP", "指定的层将进行什么样的操作，如加，减... 值可以为“纹理层操作”常量数据类型的值。注：第一层默认为“乘”，其它层默认为“禁止”", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "颜色操作参数一", "D3DTSS_COLORARG1", "指定参数一用哪种颜色。值可为“纹理层颜色常量”常量数据类型中的值。默认值为“纹理颜色”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "颜色操作参数二", "D3DTSS_COLORARG2", "指定参数二用哪种颜色。值可为“纹理层颜色常量”常量数据类型中的值。默认值为“当前颜色”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*003*/ {SDT_INT, 0, "透明通道操作", "D3DTSS_ALPHAOP", "指定的层将进行什么样的操作，如加，减... 值可以为“纹理层操作”常量数据类型的值。注：第一层默认为“参数一”，其它层默认为“禁止”", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*004*/ {SDT_INT, 0, "透明操作参数一", "D3DTSS_ALPHAARG1", "指定参数一用哪种透明值。值可为“纹理层颜色常量”常量数据类型中的值。默认值为“纹理颜色”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*005*/ {SDT_INT, 0, "透明操作参数二", "D3DTSS_ALPHAARG2", "指定参数二用哪种透明值。值可为“纹理层颜色常量”常量数据类型中的值。默认值为“当前颜色”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*006*/ {SDT_INT, 0, "凹凸映射00", "D3DTSS_BUMPENVMAT00", "本状态是一个凹凸映射距阵[0][0]的浮点值，默认值为0.0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000007},
    /*007*/ {SDT_INT, 0, "凹凸映射01", "D3DTSS_BUMPENVMAT01", "本状态是一个凹凸映射距阵[0][1]的浮点值，默认值为0.0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*008*/ {SDT_INT, 0, "凹凸映射10", "D3DTSS_BUMPENVMAT10", "本状态是一个凹凸映射距阵[1][0]的浮点值，默认值为0.0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000009},
    /*009*/ {SDT_INT, 0, "凹凸映射11", "D3DTSS_BUMPENVMAT11", "本状态是一个凹凸映射距阵[1][1]的浮点值，默认值为0.0。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000A},
    /*010*/ {SDT_INT, 0, "纹理坐标", "D3DTSS_TEXCOORDINDEX", "可以使在顶点格式中定义的一组纹理和某层纹理联系起来,或让系统自动生成纹理坐标。值可以为“纹理层坐标”常量数据类型中的值。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000B},
    /*011*/ {SDT_INT, 0, "凹凸贴图因子", "D3DTSS_BUMPENVLSCALE", "凹凸贴图亮度因子，是浮点值。默认为0.0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000016},
    /*012*/ {SDT_INT, 0, "凹凸贴图位移", "D3DTSS_BUMPENVLOFFSET", "凹凸贴图亮度位移，是浮点值。默认为0.0。", LES_HAS_DEFAULT_VALUE, (INT)0x00000017},
    /*013*/ {SDT_INT, 0, "坐标变换", "D3DTSS_TEXTURETRANSFORMFLAGS", "设定系统传送至光栅化器的输出坐标的数量。值可以为“纹理层坐标变换”常量数据类型中的值。默认值为“禁止”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000018},
    /*014*/ {SDT_INT, 0, "颜色操作参数三", "D3DTSS_COLORARG0", "指定参数三用哪种颜色。值可为“纹理层颜色常量”常量数据类型中的值。默认值为“当前颜色”。注：此参数只有在操作是三个参数时有效。如：“乖加”和“线性插值”。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001A},
    /*015*/ {SDT_INT, 0, "透明操作参数三", "D3DTSS_ALPHAARG0", "指定参数三用哪种透明值。值可为“纹理层颜色常量”常量数据类型中的值。默认值为“当前颜色”。注：此参数只有在操作是三个参数时有效。如：“乖加”和“线性插值”。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001B},
    /*016*/ {SDT_INT, 0, "D3DTSS_RESULTARG", "D3DTSS_RESULTARG", NULL, NULL, (INT)0x0000001C},
    /*017*/ {SDT_INT, 0, "D3DTSS_CONSTANT", "D3DTSS_CONSTANT", NULL, NULL, (INT)0x00000020},

};
static int s_objEventogrelib_D3DTEXTURESTAGESTATETYPE_static_var_count_47 = sizeof(s_objEventogrelib_D3DTEXTURESTAGESTATETYPE_static_var_47) / sizeof(s_objEventogrelib_D3DTEXTURESTAGESTATETYPE_static_var_47[0]);

// 纹理层操作  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DTEXTUREOP_static_var_48[] = 
{
    /*000*/ {SDT_INT, 0, "禁止", "D3DTOP_DISABLE", "禁止该纹理层及纹理混合级联中所有的后续层。禁用颜色操作会同时禁用透明操作。当颜色操作被启用时，透明操作无法被禁用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "参数一", "D3DTOP_SELECTARG1", "将参数一的颜色或透明值做为输出。S=参数一。注：S为输出值,下同。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "参数二", "D3DTOP_SELECTARG2", "将参数二的颜色或透明值做为输出。S=参数二。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*003*/ {SDT_INT, 0, "乘", "D3DTOP_MODULATE", "参数一和参数二相乘。S=参数一 * 参数二。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*004*/ {SDT_INT, 0, "乘除2", "D3DTOP_MODULATE2X", "参数一和参数二相乘再除2。S=参数一 * 参数二 / 2。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*005*/ {SDT_INT, 0, "乘除4", "D3DTOP_MODULATE4X", "参数一和参数二相乘再除4。S=参数一 * 参数二 / 4。", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*006*/ {SDT_INT, 0, "加", "D3DTOP_ADD", "参数一和参数二相加。S=参数一 + 参数二。", LES_HAS_DEFAULT_VALUE, (INT)0x00000007},
    /*007*/ {SDT_INT, 0, "有符号加", "D3DTOP_ADDSIGNED", "参数一和参数二相加再减0.5。S=参数一 + 参数二 - 0.5。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*008*/ {SDT_INT, 0, "有符号加除2", "D3DTOP_ADDSIGNED2X", "参数一和参数二相加再减0.5再除2。S=(参数一 + 参数二 - 0.5) / 2。", LES_HAS_DEFAULT_VALUE, (INT)0x00000009},
    /*009*/ {SDT_INT, 0, "减", "D3DTOP_SUBTRACT", "参数一和参数二相减。S=参数一 - 参数二。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000A},
    /*010*/ {SDT_INT, 0, "增加光滑", "D3DTOP_ADDSMOOTH", "S= 参数一 + 参数二 - 参数一 * 参数二", LES_HAS_DEFAULT_VALUE, (INT)0x0000000B},
    /*011*/ {SDT_INT, 0, "颜色透明混合", "D3DTOP_BLENDDIFFUSEALPHA", "将参数一与参数二使用透明(Alpha)值进行线性插值。S = 参数一 * (透明值) + 参数二 * (1 - 透明值)。透明(Alpha)值是从每个顶点得来的。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000C},
    /*012*/ {SDT_INT, 0, "纹理透明混合", "D3DTOP_BLENDTEXTUREALPHA", "将参数一与参数二使用透明(Alpha)值进行线性插值。S = 参数一 * (透明值) + 参数二 * (1 - 透明值)。透明(Alpha)值是从纹理层得来的。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000D},
    /*013*/ {SDT_INT, 0, "因子透明混合", "D3DTOP_BLENDFACTORALPHA", "将参数一与参数二使用透明(Alpha)值进行线性插值。S = 参数一 * (透明值) + 参数二 * (1 - 透明值)。透明(Alpha)值是从“渲染状态”常量数据类型的“纹理因子”中取的。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000E},
    /*014*/ {SDT_INT, 0, "预乘纹理透明混合", "D3DTOP_BLENDTEXTUREALPHAPM", "用预乘(premultiplied)透明值混合纹理层。S = 参数一 + 参数二 * (1 - 透明值)。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000F},
    /*015*/ {SDT_INT, 0, "当前纹理透明混合", "D3DTOP_BLENDCURRENTALPHA", "将参数一与参数二使用透明(Alpha)值进行线性插值。S = 参数一 * (透明值) + 参数二 * (1 - 透明值)。透明(Alpha)值是从前一个纹理层取的。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*016*/ {SDT_INT, 0, "预乘", "D3DTOP_PREMODULATE", "当纹理层n设为“预乘”时，输出S为参数一。如果n+1层存在并且n+1层的参数为“当前颜色”时，那么“当前颜色” 等于“当前颜色” * “纹理颜色”。", LES_HAS_DEFAULT_VALUE, (INT)0x00000011},
    /*017*/ {SDT_INT, 0, "调整透明加颜色", "D3DTOP_MODULATEALPHA_ADDCOLOR", "用参数一的透明值(Alpha)调整参数二的颜色值后再加上参数一的颜色值。S(RGBA) = 参数一(RGB) + 参数一(A) * 参数二(RGB),注：只有“颜色通道操作”支持本类型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000012},
    /*018*/ {SDT_INT, 0, "调整颜色加透明", "D3DTOP_MODULATECOLOR_ADDALPHA", "调整颜色后再相加。S(RGBA) = 参数一(RGB) * 参数二(RGB) + 参数一(A),注：只有“颜色通道操作”支持本类型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000013},
    /*019*/ {SDT_INT, 0, "调整反透明加颜色", "D3DTOP_MODULATEINVALPHA_ADDCOLOR", "用参数一的反透明值(Alpha)调整参数二的颜色值后再加上参数一的颜色值。S(RGBA) = 参数一(RGB) + (1 - 参数一(A)) * 参数二(RGB),注：只有“颜色通道操作”支持本类型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000014},
    /*020*/ {SDT_INT, 0, "调整反颜色加透明", "D3DTOP_MODULATEINVCOLOR_ADDALPHA", "调整反颜色后再相加。S(RGBA) = (1 - 参数一(RGB)) * 参数二(RGB) + 参数一(A),注：只有“颜色通道操作”支持本类型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000015},
    /*021*/ {SDT_INT, 0, "凹凸环境贴图", "D3DTOP_BUMPENVMAP", "对每一个像素用凹凸映射，在下一下纹理层中使用无亮度的环境贴图。注：只有“颜色通道操作”支持本类型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000016},
    /*022*/ {SDT_INT, 0, "凹凸加亮环境贴图", "D3DTOP_BUMPENVMAPLUMINANCE", "对每一个像素用凹凸映射，在下一下纹理层中使用加亮度的环境贴图。注：只有“颜色通道操作”支持本类型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000017},
    /*023*/ {SDT_INT, 0, "点积", "D3DTOP_DOTPRODUCT3", "对参数颜色进行点积。S(RGBA) = 参数一(R) * 参数二(R) + 参数一(G) * 参数二(G) + 参数一(B) * 参数二(B)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000018},
    /*024*/ {SDT_INT, 0, "乖加", "D3DTOP_MULTIPLYADD", "用三个参数进行操作，前两个先乘再加上后一个。S = 参数一 * 参数二 + 参数三。", LES_HAS_DEFAULT_VALUE, (INT)0x00000019},
    /*025*/ {SDT_INT, 0, "线性插值", "D3DTOP_LERP", "用一个均衡值(参数一)对参数二和参数三进行线性插值。S = 参数一 * 参数二 + (1 - 参数一) * 参数三", LES_HAS_DEFAULT_VALUE, (INT)0x0000001A},

};
static int s_objEventogrelib_D3DTEXTUREOP_static_var_count_48 = sizeof(s_objEventogrelib_D3DTEXTUREOP_static_var_48) / sizeof(s_objEventogrelib_D3DTEXTUREOP_static_var_48[0]);

// 纹理层颜色常量  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DTA_static_var_49[] = 
{
    /*000*/ {SDT_INT, 0, "当前颜色", "D3DTA_CURRENT", "用上一个纹理层混合后的颜色，如果当前层是第0层，本常量和下面的“漫射颜色”一样。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "漫射颜色", "D3DTA_DIFFUSE", "顶点漫射颜色的插值。如果顶点不包括漫射颜色，默认为0xFFFFFFFF。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "选择掩码", "D3DTA_SELECTMASK", "所有参数的掩码值。设置纹理参数时没用。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000F},
    /*003*/ {SDT_INT, 0, "镜面颜色", "D3DTA_SPECULAR", "顶点镜面颜色的插值。如果顶点不包括镜面颜色，默认为0xFFFFFFFF。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*004*/ {SDT_INT, 0, NULL, "D3DTA_TEMP", NULL, NULL, (INT)0x00000005},
    /*005*/ {SDT_INT, 0, "纹理颜色", "D3DTA_TEXTURE", "使用当前纹理层的颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*006*/ {SDT_INT, 0, "纹理因子", "D3DTA_TFACTOR", "使用“渲染状态”常量数据类型的“纹理因子”的值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*007*/ {SDT_INT, 0, "透明值复制", "D3DTA_ALPHAREPLICATE", "此标志为修改标志。在操作完成之前将透明值复制到所有的颜色通道中。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*008*/ {SDT_INT, 0, "反转颜色", "D3DTA_COMPLEMENT", "此标志为修改标志。反转所有参数，例如参数是X，那么最后值为1 - X。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},

};
static int s_objEventogrelib_D3DTA_static_var_count_49 = sizeof(s_objEventogrelib_D3DTA_static_var_49) / sizeof(s_objEventogrelib_D3DTA_static_var_49[0]);

// 纹理层坐标  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DTSS_TCI_static_var_50[] = 
{
    /*000*/ {SDT_INT, 0, "顶点纹理坐标", "D3DTSS_TCI_PASSTHRU", "使用顶点格式中定义的纹理坐标。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "摄像机顶点法线", "D3DTSS_TCI_CAMERASPACENORMAL", "使用变换到摄像机空间的顶点法线作为输入纹理坐标。", LES_HAS_DEFAULT_VALUE, (INT)0x00010000},
    /*002*/ {SDT_INT, 0, "摄像机顶点位置", "D3DTSS_TCI_CAMERASPACEPOSITION", "使用变换到摄像机空间的顶点位置作为输入纹理坐标。", LES_HAS_DEFAULT_VALUE, (INT)0x00020000},
    /*003*/ {SDT_INT, 0, "摄像机反射向量", "D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR", "使用变换到摄像机空间的反射向量作为输入纹理坐标。反射向量根据输入顶点位置和法向量计算得到。", LES_HAS_DEFAULT_VALUE, (INT)0x00030000},
    /*004*/ {SDT_INT, 0, "球面映射", "D3DTSS_TCI_SPHEREMAP", "使用指定的纹理坐标作为球面映射。", LES_HAS_DEFAULT_VALUE, (INT)0x00040000},

};
static int s_objEventogrelib_D3DTSS_TCI_static_var_count_50 = sizeof(s_objEventogrelib_D3DTSS_TCI_static_var_50) / sizeof(s_objEventogrelib_D3DTSS_TCI_static_var_50[0]);

// 纹理层坐标变换  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DTEXTURETRANSFORMFLAGS_static_var_51[] = 
{
    /*000*/ {SDT_INT, 0, "禁止", "D3DTTFF_DISABLE", "纹理坐标将直接送到光栅化器。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "一个", "D3DTTFF_COUNT1", "把纹理坐标中的一个元素传送至光栅化器。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "二个", "D3DTTFF_COUNT2", "把纹理坐标中的二个元素传送至光栅化器。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "三个", "D3DTTFF_COUNT3", "把纹理坐标中的三个元素传送至光栅化器。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*004*/ {SDT_INT, 0, "四个", "D3DTTFF_COUNT4", "把纹理坐标中的四个元素传送至光栅化器。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*005*/ {SDT_INT, 0, "投影", "D3DTTFF_PROJECTED", "把“投影”标志与本数据类型的其它成员一起使用可以告诉系统在光栅化操作前把所有元素除以最后一个元素。例如，当显式使用三元素纹理坐标，或纹理变换产生三元素纹理坐标时，应用程序可以同时使用“三个”和“投影”标志，这会使光栅化器把前两个元素除以最后一个元素，并得到寻址二维纹理所需的二维纹理坐标。", LES_HAS_DEFAULT_VALUE, (INT)0x00000100},

};
static int s_objEventogrelib_D3DTEXTURETRANSFORMFLAGS_static_var_count_51 = sizeof(s_objEventogrelib_D3DTEXTURETRANSFORMFLAGS_static_var_51) / sizeof(s_objEventogrelib_D3DTEXTURETRANSFORMFLAGS_static_var_51[0]);

// 页面格式  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DFORMAT_static_var_52[] = 
{
    /*000*/ {SDT_INT, 0, "未知格式", "D3DFMT_UNKNOWN", "未知的页面格式。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "红8绿8蓝8", "D3DFMT_R8G8B8", "24位RGB像素格式。红色8位、绿色8位、蓝色8位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000014},
    /*002*/ {SDT_INT, 0, "透8红8绿8蓝8", "D3DFMT_A8R8G8B8", "32位ARGB像素格式（包含透明色）。透明色8位、红色8位、绿色8位、蓝色8位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000015},
    /*003*/ {SDT_INT, 0, "保8红8绿8蓝8", "D3DFMT_X8R8G8B8", "32位RGB像素格式。保留8位、红色8位、绿色8位、蓝色8位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000016},
    /*004*/ {SDT_INT, 0, "红5绿6蓝5", "D3DFMT_R5G6B5", "16位RGB像素格式。红色5位、绿色6位、蓝色5位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000017},
    /*005*/ {SDT_INT, 0, "保1红5绿5蓝5", "D3DFMT_X1R5G5B5", "16位RGB像素格式。保留1位、红色5位、绿色5位、蓝色5位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000018},
    /*006*/ {SDT_INT, 0, "透1红5绿5蓝5", "D3DFMT_A1R5G5B5", "16位ARGB像素格式。透明色1位、红色5位、绿色5位、蓝色5位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000019},
    /*007*/ {SDT_INT, 0, "透4红4绿4蓝4", "D3DFMT_A4R4G4B4", "16位ARGB像素格式。透明色4位、红色4位、绿色4位、蓝色4位。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001A},
    /*008*/ {SDT_INT, 0, "红3绿3蓝2", "D3DFMT_R3G3B2", "8位RGB纹理格式。红色3位、绿色3位、蓝色2位。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001B},
    /*009*/ {SDT_INT, 0, "透明色8", "D3DFMT_A8", "8位透明色。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001C},
    /*010*/ {SDT_INT, 0, "透8红3绿3蓝2", "D3DFMT_A8R3G3B2", "16位ARGB纹理格式。透明色8位、红色3位、绿色3位、蓝色2位。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001D},
    /*011*/ {SDT_INT, 0, "保4红4绿4蓝4", "D3DFMT_X4R4G4B4", "16位RGB像素格式。保留4位、红色4位、绿色4位、蓝色4位。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001E},
    /*012*/ {SDT_INT, 0, "透2蓝10绿10红10", "D3DFMT_A2B10G10R10", "32位像素格式。透明色2位、红色10位、绿色10位、蓝色10位。", LES_HAS_DEFAULT_VALUE, (INT)0x0000001F},
    /*013*/ {SDT_INT, 0, "透8蓝8绿8红8", "D3DFMT_A8B8G8R8", "32位ARGB像素格式。透明色8位、红色8位、绿色8位、蓝色8位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*014*/ {SDT_INT, 0, "保8蓝8绿8红8", "D3DFMT_X8B8G8R8", "32位RGB像素格式。保留8位、红色8位、绿色8位、蓝色8位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000021},
    /*015*/ {SDT_INT, 0, "绿16红16", "D3DFMT_G16R16", "32位像素格式。红色16位、绿色16位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000022},
    /*016*/ {SDT_INT, 0, "透2红10绿10蓝10", "D3DFMT_A2R10G10B10", "32位像素格式。透明色2位、红色10位、绿色10位、蓝色10位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000023},
    /*017*/ {SDT_INT, 0, "透16蓝16绿16红16", "D3DFMT_A16B16G16R16", "64位像素格式。透明色16位、红色16位、绿色16位、蓝色16位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000024},
    /*018*/ {SDT_INT, 0, "透8索8", "D3DFMT_A8P8", "透明色8位、8位颜色索引。", LES_HAS_DEFAULT_VALUE, (INT)0x00000028},
    /*019*/ {SDT_INT, 0, "索引8", "D3DFMT_P8", "8位颜色索引。", LES_HAS_DEFAULT_VALUE, (INT)0x00000029},
    /*020*/ {SDT_INT, 0, "亮度8", "D3DFMT_L8", "8位亮度。", LES_HAS_DEFAULT_VALUE, (INT)0x00000032},
    /*021*/ {SDT_INT, 0, "亮度16", "D3DFMT_L16", "16位亮度。", LES_HAS_DEFAULT_VALUE, (INT)0x00000051},
    /*022*/ {SDT_INT, 0, "透8亮8", "D3DFMT_A8L8", "透明色8位，亮度8位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000033},
    /*023*/ {SDT_INT, 0, "透4亮4", "D3DFMT_A4L4", "透明色4位，亮度4位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000034},
    /*024*/ {SDT_INT, 0, "V8U8", "D3DFMT_V8U8", "16位凹凸贴图格式(V、U各8位)。", LES_HAS_DEFAULT_VALUE, (INT)0x0000003C},
    /*025*/ {SDT_INT, 0, "Q8W8V8U8", "D3DFMT_Q8W8V8U8", "32位凹凸贴图格式(Q、W、V、U各8位)。", LES_HAS_DEFAULT_VALUE, (INT)0x0000003F},
    /*026*/ {SDT_INT, 0, "V16U16", "D3DFMT_V16U16", "32位凹凸贴图格式(V、U各16位)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000040},
    /*027*/ {SDT_INT, 0, "Q16W16V16U16", "D3DFMT_Q16W16V16U16", "64位凹凸贴图格式(Q、W、V、U各16位)。", LES_HAS_DEFAULT_VALUE, (INT)0x0000006E},
    /*028*/ {SDT_INT, 0, "正常压缩V8U8", "D3DFMT_CxV8U8", "16位正常压缩格式。纹理采样器通过以下公式计算C：C = sqrt(1 - U*U - V*V)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000075},
    /*029*/ {SDT_INT, 0, "亮6V5U5", "D3DFMT_L6V5U5", "16位凹凸贴图格式(亮度6位、V5位、U5位)。", LES_HAS_DEFAULT_VALUE, (INT)0x0000003D},
    /*030*/ {SDT_INT, 0, "保8亮8V8U8", "D3DFMT_X8L8V8U8", "32位凹凸贴图格式(亮度8位、V8位、U8位、保留8位)。", LES_HAS_DEFAULT_VALUE, (INT)0x0000003E},
    /*031*/ {SDT_INT, 0, "透2W10V10U10", "D3DFMT_A2W10V10U10", "32位凹凸贴图格式(透明色2位、W、V、U各10位)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000043},
    /*032*/ {SDT_INT, 0, "可锁定16位Z缓冲区", "D3DFMT_D16_LOCKABLE", "可锁定的16位Z缓冲位深度。", LES_HAS_DEFAULT_VALUE, (INT)0x00000046},
    /*033*/ {SDT_INT, 0, "Z缓冲区32位", "D3DFMT_D32", "32位Z缓冲位深度。", LES_HAS_DEFAULT_VALUE, (INT)0x00000047},
    /*034*/ {SDT_INT, 0, "深15模1", "D3DFMT_D15S1", "16位Z缓冲位深度。深度缓冲15位，模板缓冲1位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000049},
    /*035*/ {SDT_INT, 0, "深24模8", "D3DFMT_D24S8", "32位Z缓冲位深度。深度缓冲24位，模板缓冲8位。", LES_HAS_DEFAULT_VALUE, (INT)0x0000004B},
    /*036*/ {SDT_INT, 0, "深24保8", "D3DFMT_D24X8", "32位Z缓冲位深度。深度缓冲24位，保留8位。", LES_HAS_DEFAULT_VALUE, (INT)0x0000004D},
    /*037*/ {SDT_INT, 0, "深24保4模4", "D3DFMT_D24X4S4", "32位Z缓冲位深度。深度缓冲24位，保留4位，模板缓冲4位。", LES_HAS_DEFAULT_VALUE, (INT)0x0000004F},
    /*038*/ {SDT_INT, 0, "可锁定格式", "D3DFMT_D32F_LOCKABLE", "深度值由IEEE组织的32位标准浮点数表示。", LES_HAS_DEFAULT_VALUE, (INT)0x00000052},
    /*039*/ {SDT_INT, 0, "不可锁定格式", "D3DFMT_D24FS8", "24位深度(24位浮点格式 - 20e4)和8位模版", LES_HAS_DEFAULT_VALUE, (INT)0x00000053},
    /*040*/ {SDT_INT, 0, "Z缓冲区16位", "D3DFMT_D16", "16位Z缓冲位深度。", LES_HAS_DEFAULT_VALUE, (INT)0x00000050},
    /*041*/ {SDT_INT, 0, "顶点缓冲", "D3DFMT_VERTEXDATA", "描述一个顶点缓冲页面。", LES_HAS_DEFAULT_VALUE, (INT)0x00000064},
    /*042*/ {SDT_INT, 0, "索引缓冲深度16位", "D3DFMT_INDEX16", "16位索引缓冲区深度。", LES_HAS_DEFAULT_VALUE, (INT)0x00000065},
    /*043*/ {SDT_INT, 0, "索引缓冲深度32位", "D3DFMT_INDEX32", "32位索引缓冲区深度。", LES_HAS_DEFAULT_VALUE, (INT)0x00000066},
    /*044*/ {SDT_INT, 0, "红16浮点", "D3DFMT_R16F", "16位浮点格式(16位红色)。", LES_HAS_DEFAULT_VALUE, (INT)0x0000006F},
    /*045*/ {SDT_INT, 0, "绿16红16浮点", "D3DFMT_G16R16F", "32位浮点格式(16位绿色，16位红色)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000070},
    /*046*/ {SDT_INT, 0, "透16蓝16绿16红16浮点", "D3DFMT_A16B16G16R16F", "64位浮点格式(透明色、蓝色、绿色、红色各16位)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000071},
    /*047*/ {SDT_INT, 0, "红32浮点", "D3DFMT_R32F", "32位浮点格式(32位红色)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000072},
    /*048*/ {SDT_INT, 0, "绿32红32浮点", "D3DFMT_G32R32F", "64位浮点格式(绿色、红色各32位)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000073},
    /*049*/ {SDT_INT, 0, "透32蓝32绿32红32浮点", "D3DFMT_A32B32G32R32F", "128位浮点格式(透明色、蓝色、绿色、红色各32位)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000074},

};
static int s_objEventogrelib_D3DFORMAT_static_var_count_52 = sizeof(s_objEventogrelib_D3DFORMAT_static_var_52) / sizeof(s_objEventogrelib_D3DFORMAT_static_var_52[0]);

// 资源类型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DRESOURCETYPE_static_var_53[] = 
{
    /*000*/ {SDT_INT, 0, "页面", "D3DRTYPE_SURFACE", "页面资源", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "立体", "D3DRTYPE_VOLUME", "立体资源", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "纹理", "D3DRTYPE_TEXTURE", "纹理资源", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*003*/ {SDT_INT, 0, "立体纹理", "D3DRTYPE_VOLUMETEXTURE", "立体纹理资源", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*004*/ {SDT_INT, 0, "立方体纹理", "D3DRTYPE_CUBETEXTURE", "立方体纹理资源", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*005*/ {SDT_INT, 0, "顶点缓冲", "D3DRTYPE_VERTEXBUFFER", "顶点缓冲资源", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*006*/ {SDT_INT, 0, "索引缓冲", "D3DRTYPE_INDEXBUFFER", "索引缓冲资源", LES_HAS_DEFAULT_VALUE, (INT)0x00000007},

};
static int s_objEventogrelib_D3DRESOURCETYPE_static_var_count_53 = sizeof(s_objEventogrelib_D3DRESOURCETYPE_static_var_53) / sizeof(s_objEventogrelib_D3DRESOURCETYPE_static_var_53[0]);

// 资源用途  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DUSAGE_static_var_54[] = 
{
    /*000*/ {SDT_INT, 0, "自动生成渐进映射", "D3DUSAGE_AUTOGENMIPMAP", "资源自动生成渐进映射。", LES_HAS_DEFAULT_VALUE, (INT)0x00000400},
    /*001*/ {SDT_INT, 0, "深度模板缓冲区", "D3DUSAGE_DEPTHSTENCIL", "资源是一个深度模板缓冲区。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "置换贴图", "D3DUSAGE_DMAP", "资源是一个置换贴图。", LES_HAS_DEFAULT_VALUE, (INT)0x00004000},
    /*003*/ {SDT_INT, 0, "不会被裁减", "D3DUSAGE_DONOTCLIP", "设置顶点缓冲区内容不会被裁减。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*004*/ {SDT_INT, 0, "需要动态内存", "D3DUSAGE_DYNAMIC", "设置顶点缓冲区需要分配动态内存。", LES_HAS_DEFAULT_VALUE, (INT)0x00000200},
    /*005*/ {SDT_INT, 0, "绘制曲面表面", "D3DUSAGE_NPATCHES", "使用顶点缓冲区绘制曲面表面（N-patches）。", LES_HAS_DEFAULT_VALUE, (INT)0x00000100},
    /*006*/ {SDT_INT, 0, "绘制点", "D3DUSAGE_POINTS", "使用顶点缓冲区绘制点。", LES_HAS_DEFAULT_VALUE, (INT)0x00000040},
    /*007*/ {SDT_INT, 0, "渲染目标", "D3DUSAGE_RENDERTARGET", "资源是渲染目标。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*008*/ {SDT_INT, 0, "绘制高顺序图元", "D3DUSAGE_RTPATCHES", "设置顶点缓冲区绘制高顺序图元（high-order primitives）。", LES_HAS_DEFAULT_VALUE, (INT)0x00000080},
    /*009*/ {SDT_INT, 0, "软件顶点处理", "D3DUSAGE_SOFTWAREPROCESSING", "设置此值，顶点运算将由软件来完成。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*010*/ {SDT_INT, 0, "只写缓冲区", "D3DUSAGE_WRITEONLY", "只写缓冲区。使用此值能使系统选择最佳内存地点以有效执行写操作和渲染。想要读利用此标志创建的缓冲区将失败。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},

};
static int s_objEventogrelib_D3DUSAGE_static_var_count_54 = sizeof(s_objEventogrelib_D3DUSAGE_static_var_54) / sizeof(s_objEventogrelib_D3DUSAGE_static_var_54[0]);

// 多重采样类型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DMULTISAMPLE_TYPE_static_var_55[] = 
{
    /*000*/ {SDT_INT, 0, "禁用任何全景采样", "D3DMULTISAMPLE_NONE", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "启用多重采样质量值", "D3DMULTISAMPLE_NONMASKABLE", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "二点采样", "D3DMULTISAMPLE_2_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "三点采样", "D3DMULTISAMPLE_3_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*004*/ {SDT_INT, 0, "四点采样", "D3DMULTISAMPLE_4_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*005*/ {SDT_INT, 0, "五点采样", "D3DMULTISAMPLE_5_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*006*/ {SDT_INT, 0, "六点采样", "D3DMULTISAMPLE_6_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*007*/ {SDT_INT, 0, "七点采样", "D3DMULTISAMPLE_7_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000007},
    /*008*/ {SDT_INT, 0, "八点采样", "D3DMULTISAMPLE_8_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*009*/ {SDT_INT, 0, "九点采样", "D3DMULTISAMPLE_9_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000009},
    /*010*/ {SDT_INT, 0, "十点采样", "D3DMULTISAMPLE_10_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x0000000A},
    /*011*/ {SDT_INT, 0, "十一点采样", "D3DMULTISAMPLE_11_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x0000000B},
    /*012*/ {SDT_INT, 0, "十二点采样", "D3DMULTISAMPLE_12_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x0000000C},
    /*013*/ {SDT_INT, 0, "十三点采样", "D3DMULTISAMPLE_13_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x0000000D},
    /*014*/ {SDT_INT, 0, "十四点采样", "D3DMULTISAMPLE_14_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x0000000E},
    /*015*/ {SDT_INT, 0, "十五点采样", "D3DMULTISAMPLE_15_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x0000000F},
    /*016*/ {SDT_INT, 0, "十六点采样", "D3DMULTISAMPLE_16_SAMPLES", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000010},

};
static int s_objEventogrelib_D3DMULTISAMPLE_TYPE_static_var_count_55 = sizeof(s_objEventogrelib_D3DMULTISAMPLE_TYPE_static_var_55) / sizeof(s_objEventogrelib_D3DMULTISAMPLE_TYPE_static_var_55[0]);

// 内存池类型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DPOOL_static_var_56[] = 
{
    /*000*/ {SDT_INT, 0, "最合适地方", "D3DPOOL_DEFAULT", "表示设备将根据资源的类型和用途把它们放在最合适的地方。这有可能是显存、AGP内存或者系统内存中。值得注意的是，这种内存池中的资源必须要在“重置”命令被调用之前消毁掉，然后必须重新初始化。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "系统管理资源", "D3DPOOL_MANAGED", "资源将由设备管理并且按设备的需要来指定放在显存还是放在AGP内存中，同时备份这些资源到系统内存中。当应用程序访问和改变资源，也会对系统内存造成影响。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "系统内存", "D3DPOOL_SYSTEMMEM", "指定资源放在系统内存中。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "系统内存1", "D3DPOOL_SCRATCH", "规定资源放在系统内存中，它与“系统内存”常量值不同之处在于使用这个参数使图形设备不能访问本内存池的资源，但资源可以被复制出去。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},

};
static int s_objEventogrelib_D3DPOOL_static_var_count_56 = sizeof(s_objEventogrelib_D3DPOOL_static_var_56) / sizeof(s_objEventogrelib_D3DPOOL_static_var_56[0]);

// 变换状态  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DTRANSFORMSTATETYPE_static_var_57[] = 
{
    /*000*/ {SDT_INT, 0, "视图变换矩阵", "D3DTS_VIEW", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*001*/ {SDT_INT, 0, "投影变换矩阵", "D3DTS_PROJECTION", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*002*/ {SDT_INT, 0, "纹理层的坐标变换矩阵0", "D3DTS_TEXTURE0", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*003*/ {SDT_INT, 0, "纹理层的坐标变换矩阵1", "D3DTS_TEXTURE1", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000011},
    /*004*/ {SDT_INT, 0, "纹理层的坐标变换矩阵2", "D3DTS_TEXTURE2", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000012},
    /*005*/ {SDT_INT, 0, "纹理层的坐标变换矩阵3", "D3DTS_TEXTURE3", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000013},
    /*006*/ {SDT_INT, 0, "纹理层的坐标变换矩阵4", "D3DTS_TEXTURE4", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000014},
    /*007*/ {SDT_INT, 0, "纹理层的坐标变换矩阵5", "D3DTS_TEXTURE5", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000015},
    /*008*/ {SDT_INT, 0, "纹理层的坐标变换矩阵6", "D3DTS_TEXTURE6", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000016},
    /*009*/ {SDT_INT, 0, "纹理层的坐标变换矩阵7", "D3DTS_TEXTURE7", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000017},
    /*010*/ {SDT_INT, 0, "世界变换矩阵", "D3DTS_WORLD", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000100},

};
static int s_objEventogrelib_D3DTRANSFORMSTATETYPE_static_var_count_57 = sizeof(s_objEventogrelib_D3DTRANSFORMSTATETYPE_static_var_57) / sizeof(s_objEventogrelib_D3DTRANSFORMSTATETYPE_static_var_57[0]);

// 立方体面  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DCUBEMAP_FACES_static_var_58[] = 
{
    /*000*/ {SDT_INT, 0, "X轴正面", "D3DCUBEMAP_FACE_POSITIVE_X", "X轴正面", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "X轴负面", "D3DCUBEMAP_FACE_NEGATIVE_X", "X轴负面", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "Y轴正面", "D3DCUBEMAP_FACE_POSITIVE_Y", "Y轴正面", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "Y轴负面", "D3DCUBEMAP_FACE_NEGATIVE_Y", "Y轴负面", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*004*/ {SDT_INT, 0, "Z轴正面", "D3DCUBEMAP_FACE_POSITIVE_Z", "Z轴正面", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*005*/ {SDT_INT, 0, "Z轴负面", "D3DCUBEMAP_FACE_NEGATIVE_Z", "Z轴负面", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},

};
static int s_objEventogrelib_D3DCUBEMAP_FACES_static_var_count_58 = sizeof(s_objEventogrelib_D3DCUBEMAP_FACES_static_var_58) / sizeof(s_objEventogrelib_D3DCUBEMAP_FACES_static_var_58[0]);

// 灵活顶点格式  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DFVF_static_var_59[] = 
{
    /*000*/ {SDT_INT, 0, "漫射颜色", "D3DFVF_DIFFUSE", "顶点格式中包含了漫射颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000040},
    /*001*/ {SDT_INT, 0, "法线", "D3DFVF_NORMAL", "顶点格式中包含了顶点法线向量。注：此标志不能与“变换后位置”连用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*002*/ {SDT_INT, 0, "点大小", "D3DFVF_PSIZE", "点大小的格式，对非TL顶点而言，这个大小表示的是摄像机空间中的单位，对TL顶点而言，则是设备空间中的单位。关于TL，如果指定了“变换后位置”标志，那么就是TL顶点，反之则不是。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*003*/ {SDT_INT, 0, "镜面颜色", "D3DFVF_SPECULAR", "顶点格式包含了镜面颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000080},
    /*004*/ {SDT_INT, 0, "位置", "D3DFVF_XYZ", "顶点格式包含了未变换的顶点位置。注：此标志不能与“变换后位置”连用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*005*/ {SDT_INT, 0, "变换后位置", "D3DFVF_XYZRHW", "顶点格式包含了变换后位置。注：此标志不能与“位置”和“法线”连用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*006*/ {SDT_INT, 0, "零个纹理", "D3DFVF_TEX0", "顶点包含0个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*007*/ {SDT_INT, 0, "一个纹理", "D3DFVF_TEX1", "顶点包含1个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000100},
    /*008*/ {SDT_INT, 0, "二个纹理", "D3DFVF_TEX2", "顶点包含2个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000200},
    /*009*/ {SDT_INT, 0, "三个纹理", "D3DFVF_TEX3", "顶点包含3个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000300},
    /*010*/ {SDT_INT, 0, "四个纹理", "D3DFVF_TEX4", "顶点包含4个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000400},
    /*011*/ {SDT_INT, 0, "五个纹理", "D3DFVF_TEX5", "顶点包含5个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000500},
    /*012*/ {SDT_INT, 0, "六个纹理", "D3DFVF_TEX6", "顶点包含6个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000600},
    /*013*/ {SDT_INT, 0, "七个纹理", "D3DFVF_TEX7", "顶点包含7个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000700},
    /*014*/ {SDT_INT, 0, "八个纹理", "D3DFVF_TEX8", "顶点包含7个纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000800},
    /*015*/ {SDT_INT, 0, "一维纹理", "D3DFVF_TEXTUREFORMAT1", "一维纹理。注：此标志不能与本数据类型其它标志一起用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*016*/ {SDT_INT, 0, "二维纹理", "D3DFVF_TEXTUREFORMAT2", "二维纹理。注：此标志不能与本数据类型其它标志一起用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*017*/ {SDT_INT, 0, "三维纹理", "D3DFVF_TEXTUREFORMAT3", "三维纹理。注：此标志不能与本数据类型其它标志一起用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*018*/ {SDT_INT, 0, "四维纹理", "D3DFVF_TEXTUREFORMAT4", "四维纹理。注：此标志不能与本数据类型其它标志一起用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*019*/ {SDT_INT, 0, "坐标掩码", "D3DFVF_POSITION_MASK", "坐标位掩码。", LES_HAS_DEFAULT_VALUE, (INT)0x0000400E},
    /*020*/ {SDT_INT, 0, "纹理标志掩码", "D3DFVF_TEXCOUNT_MASK", "纹理标志掩码。", LES_HAS_DEFAULT_VALUE, (INT)0x00000F00},

};
static int s_objEventogrelib_D3DFVF_static_var_count_59 = sizeof(s_objEventogrelib_D3DFVF_static_var_59) / sizeof(s_objEventogrelib_D3DFVF_static_var_59[0]);

// 顶点成员类型  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DDECLTYPE_static_var_60[] = 
{
    /*000*/ {SDT_INT, 0, "一维浮点型", "D3DDECLTYPE_FLOAT1", "一维浮点型", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "二维浮点型", "D3DDECLTYPE_FLOAT2", "二维浮点型", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "三维浮点型", "D3DDECLTYPE_FLOAT3", "三维浮点型", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "四维浮点型", "D3DDECLTYPE_FLOAT4", "四维浮点型", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*004*/ {SDT_INT, 0, "颜色", "D3DDECLTYPE_D3DCOLOR", "颜色值，整数型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*005*/ {SDT_INT, 0, "四维字节型", "D3DDECLTYPE_UBYTE4", "四维字节型", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*006*/ {SDT_INT, 0, "二维短整型", "D3DDECLTYPE_SHORT2", "二维短整型", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*007*/ {SDT_INT, 0, "四维短整型", "D3DDECLTYPE_SHORT4", "四维短整型", LES_HAS_DEFAULT_VALUE, (INT)0x00000007},
    /*008*/ {SDT_INT, 0, "四维字节型正", "D3DDECLTYPE_UBYTE4N", "第一个字节都被正规化(除以255)。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*009*/ {SDT_INT, 0, "二维短整型正", "D3DDECLTYPE_SHORT2N", "二维短整型正规化。每一个都除以32767。", LES_HAS_DEFAULT_VALUE, (INT)0x00000009},
    /*010*/ {SDT_INT, 0, "四维短整型正", "D3DDECLTYPE_SHORT4N", "四维短整型正规化。第一个都除以32767。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000A},
    /*011*/ {SDT_INT, 0, "D3DDECLTYPE_USHORT2N", "D3DDECLTYPE_USHORT2N", NULL, NULL, (INT)0x0000000B},
    /*012*/ {SDT_INT, 0, "D3DDECLTYPE_USHORT4N", "D3DDECLTYPE_USHORT4N", NULL, NULL, (INT)0x0000000C},
    /*013*/ {SDT_INT, 0, "D3DDECLTYPE_UDEC3", "D3DDECLTYPE_UDEC3", NULL, NULL, (INT)0x0000000D},
    /*014*/ {SDT_INT, 0, "D3DDECLTYPE_DEC3N", "D3DDECLTYPE_DEC3N", "D3DDECLTYPE_DEC3N", NULL, (INT)0x0000000E},
    /*015*/ {SDT_INT, 0, "D3DDECLTYPE_FLOAT16_2", "D3DDECLTYPE_FLOAT16_2", "D3DDECLTYPE_FLOAT16_2", NULL, (INT)0x0000000F},
    /*016*/ {SDT_INT, 0, "D3DDECLTYPE_FLOAT16_4", "D3DDECLTYPE_FLOAT16_4", "D3DDECLTYPE_FLOAT16_4", NULL, (INT)0x00000010},
    /*017*/ {SDT_INT, 0, "未使用", "D3DDECLTYPE_UNUSED", "定义为未使用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000011},

};
static int s_objEventogrelib_D3DDECLTYPE_static_var_count_60 = sizeof(s_objEventogrelib_D3DDECLTYPE_static_var_60) / sizeof(s_objEventogrelib_D3DDECLTYPE_static_var_60[0]);

// 顶点成员方法  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DDECLMETHOD_static_var_61[] = 
{
    /*000*/ {SDT_INT, 0, "默认", "D3DDECLMETHOD_DEFAULT", "当使用tessellator时，这个元素被插值或复制到顶点处理器的输入寄存器中。这个操作的输入可以是任何类型。这个操作的输出类型与输入相同。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "横向正切", "D3DDECLMETHOD_PARTIALU", "计算方形或三角形上某一点在横(U)向上的正切值。这个操作的输入类型可以是三维浮点型、四维浮点型、颜色，四维字节型或四维短整型。这个操作的输出类型总是三维浮点型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "纵向正切", "D3DDECLMETHOD_PARTIALV", "计算方形或三角形上某一点在纵(U)向上的正切值。这个操作的输入类型可以是三维浮点型、四维浮点型、颜色，四维字节型或四维短整型。这个操作的输出类型总是三维浮点型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "叉积正切", "D3DDECLMETHOD_CROSSUV", "通过求两个正切值的叉积计算方形或三角形上某一点的法向。这个操作的输入类型可以是三维浮点型、四维浮点型、颜色，四维字节型或四维短整型。这个操作的输出类型总是三维浮点型。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*004*/ {SDT_INT, 0, "横向纵向", "D3DDECLMETHOD_UV", "复制方形或三角形上某一点的横向,纵向(U,V)值，产生一个二维浮点数。这个操作的输入类型必须被设为未使用。这个操作的输出类型总是二维浮点型。输入数据流和偏移量也没有用到（但必须被设为0）。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*005*/ {SDT_INT, 0, "查找", "D3DDECLMETHOD_LOOKUP", "查找一个位移贴图。输入类型可以是二维、三维、四维类型。只有.x和.y成员被用于纹理贴图查找。这个操作的输出类型总是四维浮点型。只有设备支持位移贴图时才能使用这个方法。这个方法只能和采样(D3DDECLUSAGE_SAMPLE)一起使用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*006*/ {SDT_INT, 0, "查找采样", "D3DDECLMETHOD_LOOKUPPRESAMPLED", "查找一个预取样的位移贴图。输入类型、流索引值和流偏移量都没有用到（类型必须被设为未使用(D3DDECLTYPE_UNUSED)，数据流和偏移量必须被设为 0）。这个操作的输出类型总是四维浮点型。只有设备支持位移贴图时才能使用这个方法。这个方法只能和采样(D3DDECLUSAGE_SAMPLE)一起使用。", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},

};
static int s_objEventogrelib_D3DDECLMETHOD_static_var_count_61 = sizeof(s_objEventogrelib_D3DDECLMETHOD_static_var_61) / sizeof(s_objEventogrelib_D3DDECLMETHOD_static_var_61[0]);

// 顶点成员用途  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DDECLUSAGE_static_var_62[] = 
{
    /*000*/ {SDT_INT, 0, "位置", "D3DDECLUSAGE_POSITION", "和用途索引为0连用表示在固定功能着色器中使用未经变换的位置。和用途索引为1连用表示在固定功能着色器蒙皮过程中使用未经变换的位置。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "混合加权", "D3DDECLUSAGE_BLENDWEIGHT", "混合加权数据。和用途索引为0连用表示在固定功能顶点着色器中使用混合加权。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*002*/ {SDT_INT, 0, "混合索引", "D3DDECLUSAGE_BLENDINDICES", "混合索引数据。和用途索引为0连用表示在固定功能顶点着色器中使用距阵索引。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*003*/ {SDT_INT, 0, "法线", "D3DDECLUSAGE_NORMAL", "顶点法线数据。和用途索引为0连用表示在固定功能顶点着色器中使用顶点法线。和用途索引为1连用表示在固定功能着色器蒙皮过程中使用顶点法线。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*004*/ {SDT_INT, 0, "点大小", "D3DDECLUSAGE_PSIZE", "点大小的格式，和用途索引为0连用表示对非TL顶点而言，这个大小表示的是摄像机空间中的单位，对TL顶点而言，则是设备空间中的单位。关于TL，如果指定了“变换后位置”标志，那么就是TL顶点，反之则不是。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*005*/ {SDT_INT, 0, "纹理坐标", "D3DDECLUSAGE_TEXCOORD", "和用途索引N连用，表示N维纹理坐标。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*006*/ {SDT_INT, 0, "正切值", "D3DDECLUSAGE_TANGENT", "正切值。", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*007*/ {SDT_INT, 0, "副法线", "D3DDECLUSAGE_BINORMAL", "副法线。", LES_HAS_DEFAULT_VALUE, (INT)0x00000007},
    /*008*/ {SDT_INT, 0, "镶嵌因子", "D3DDECLUSAGE_TESSFACTOR", "镶嵌因子。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*009*/ {SDT_INT, 0, "变换后位置", "D3DDECLUSAGE_POSITIONT", "表示变换后位置。", LES_HAS_DEFAULT_VALUE, (INT)0x00000009},
    /*010*/ {SDT_INT, 0, "颜色", "D3DDECLUSAGE_COLOR", "和用途索引0连用表示漫射颜色，和用途索引1连用表示镜面反射颜色。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000A},
    /*011*/ {SDT_INT, 0, "雾", "D3DDECLUSAGE_FOG", "和用途索引0连用表示使用雾混合值。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000B},
    /*012*/ {SDT_INT, 0, "深度", "D3DDECLUSAGE_DEPTH", "深度", LES_HAS_DEFAULT_VALUE, (INT)0x0000000C},
    /*013*/ {SDT_INT, 0, "采样", "D3DDECLUSAGE_SAMPLE", "顶点数据包含采样。", LES_HAS_DEFAULT_VALUE, (INT)0x0000000D},

};
static int s_objEventogrelib_D3DDECLUSAGE_static_var_count_62 = sizeof(s_objEventogrelib_D3DDECLUSAGE_static_var_62) / sizeof(s_objEventogrelib_D3DDECLUSAGE_static_var_62[0]);

// 纹理通道过滤  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DX_FILTER_static_var_63[] = 
{
    /*000*/ {SDT_INT, 0, "不支持放缩或过滤", "D3DX_FILTER_NONE", "不支持放缩或过滤。边界外的点填充为透明的黑色。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "最近点采样过滤", "D3DX_FILTER_POINT", NULL, LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "线性纹理过滤", "D3DX_FILTER_LINEAR", "线性纹理过滤方式，放缩比例小于2时，效果最好。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*003*/ {SDT_INT, 0, "由点生成目标点", "D3DX_FILTER_TRIANGLE", "目标纹理中的每个点都由原图中的每个点计算生成，速度最慢。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*004*/ {SDT_INT, 0, "由区域生成目标点", "D3DX_FILTER_BOX", "目标纹理中的每个点都由原图中的一个2×2的区域计算生成。只有在目标纹理是一半原图大小时工作，比如多级渐进纹理。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*005*/ {SDT_INT, 0, "U轴镜像", "D3DX_FILTER_MIRROR_U", "纹理边缘外的点在U轴上是原图的镜像。", LES_HAS_DEFAULT_VALUE, (INT)0x00010000},
    /*006*/ {SDT_INT, 0, "V轴镜像", "D3DX_FILTER_MIRROR_V", "纹理边缘外的点在V轴上是原图的镜像。", LES_HAS_DEFAULT_VALUE, (INT)0x00020000},
    /*007*/ {SDT_INT, 0, "W轴镜像", "D3DX_FILTER_MIRROR_W", "纹理边缘外的点在W轴上是原图的镜像。", LES_HAS_DEFAULT_VALUE, (INT)0x00040000},
    /*008*/ {SDT_INT, 0, "镜像", "D3DX_FILTER_MIRROR", "相当于：U轴镜像 + V轴镜像 + W轴镜像。", LES_HAS_DEFAULT_VALUE, (INT)0x00070000},
    /*009*/ {SDT_INT, 0, "用抖动运算产生", "D3DX_FILTER_DITHER", "目标纹理的像素由一个4 x 4区域用抖动运算产生。", LES_HAS_DEFAULT_VALUE, (INT)0x00080000},
    /*010*/ {SDT_INT, 0, "输入数据在sRGB颜色空间", "D3DX_FILTER_SRGB_IN", "输入数据在sRGB（gamma 2.2）颜色空间。", LES_HAS_DEFAULT_VALUE, (INT)0x00100000},
    /*011*/ {SDT_INT, 0, "输出数据在sRGB颜色空间", "D3DX_FILTER_SRGB_OUT", "输出数据在sRGB（gamma 2.2）颜色空间。", LES_HAS_DEFAULT_VALUE, (INT)0x00200000},
    /*012*/ {SDT_INT, 0, "sRGB颜色空间", "D3DX_FILTER_SRGB", "相当于：输入数据在sRGB颜色空间 + 输出数据在sRGB颜色空间。", LES_HAS_DEFAULT_VALUE, (INT)0x00300000},

};
static int s_objEventogrelib_D3DX_FILTER_static_var_count_63 = sizeof(s_objEventogrelib_D3DX_FILTER_static_var_63) / sizeof(s_objEventogrelib_D3DX_FILTER_static_var_63[0]);

// 图像文件格式  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DXIMAGE_FILEFORMAT_static_var_64[] = 
{
    /*000*/ {SDT_INT, 0, "BMP", "D3DXIFF_BMP", "BMP格式的图像。", LES_HAS_DEFAULT_VALUE, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "DDS", "D3DXIFF_DDS", "DDS(DirectDraw surface)格式的图像。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*002*/ {SDT_INT, 0, "DIB", "D3DXIFF_DIB", "DIB格式的图像。", LES_HAS_DEFAULT_VALUE, (INT)0x00000006},
    /*003*/ {SDT_INT, 0, "JPG", "D3DXIFF_JPG", "JPG格式的图像。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*004*/ {SDT_INT, 0, "PNG", "D3DXIFF_PNG", "PNG格式的图像。", LES_HAS_DEFAULT_VALUE, (INT)0x00000003},
    /*005*/ {SDT_INT, 0, "PPM", "D3DXIFF_PPM", "PPM格式的图像。", LES_HAS_DEFAULT_VALUE, (INT)0x00000005},
    /*006*/ {SDT_INT, 0, "TGA", "D3DXIFF_TGA", "TGA格式的图像。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},

};
static int s_objEventogrelib_D3DXIMAGE_FILEFORMAT_static_var_count_64 = sizeof(s_objEventogrelib_D3DXIMAGE_FILEFORMAT_static_var_64) / sizeof(s_objEventogrelib_D3DXIMAGE_FILEFORMAT_static_var_64[0]);

// 模型创建标志  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DXMESH_static_var_65[] = 
{
    /*000*/ {SDT_INT, 0, "32位", "D3DXMESH_32BIT", "使用32位的顶点索引，默认为16位。", LES_HAS_DEFAULT_VALUE, (INT)0x00000001},
    /*001*/ {SDT_INT, 0, "不会被裁减", "D3DXMESH_DONOTCLIP", "设置顶点缓冲和索引缓冲内容不会被裁减。", LES_HAS_DEFAULT_VALUE, (INT)0x00000002},
    /*002*/ {SDT_INT, 0, "绘制点", "D3DXMESH_POINTS", "使用顶点缓冲和索引缓冲绘制点。。", LES_HAS_DEFAULT_VALUE, (INT)0x00000004},
    /*003*/ {SDT_INT, 0, "绘制高顺序图元", "D3DXMESH_RTPATCHES", "设置顶点缓冲和索引缓冲绘制高顺序图元（high-order primitives）。", LES_HAS_DEFAULT_VALUE, (INT)0x00000008},
    /*004*/ {SDT_INT, 0, "绘制曲面表面", "D3DXMESH_NPATCHES", "使用顶点缓冲和索引缓冲绘制曲面表面（N-patches）。", LES_HAS_DEFAULT_VALUE, (INT)0x00004000},
    /*005*/ {SDT_INT, 0, "顶点系统内存", "D3DXMESH_VB_SYSTEMMEM", "指顶点缓冲放在系统内存中。", LES_HAS_DEFAULT_VALUE, (INT)0x00000010},
    /*006*/ {SDT_INT, 0, "顶点系统管理资源", "D3DXMESH_VB_MANAGED", "顶点缓冲将由设备管理并且按设备的需要来指定放在显存还是放在AGP内存中，同时备份这些资源到系统内存中。当应用程序访问和改变资源，也会对系统内存造成影响。", LES_HAS_DEFAULT_VALUE, (INT)0x00000020},
    /*007*/ {SDT_INT, 0, "顶点只写", "D3DXMESH_VB_WRITEONLY", "表示对顶点缓冲只写不读。", LES_HAS_DEFAULT_VALUE, (INT)0x00000040},
    /*008*/ {SDT_INT, 0, "顶点动态内存", "D3DXMESH_VB_DYNAMIC", "设置顶点缓冲区需要分配动态内存。", LES_HAS_DEFAULT_VALUE, (INT)0x00000080},
    /*009*/ {SDT_INT, 0, "顶点软件处理", "D3DXMESH_VB_SOFTWAREPROCESSING", "设置此值，顶点缓冲的顶点运算将由软件来完成。", LES_HAS_DEFAULT_VALUE, (INT)0x00008000},
    /*010*/ {SDT_INT, 0, "索引系统内存", "D3DXMESH_IB_SYSTEMMEM", "指索引缓冲放在系统内存中。", LES_HAS_DEFAULT_VALUE, (INT)0x00000100},
    /*011*/ {SDT_INT, 0, "索引系统管理资源", "D3DXMESH_IB_MANAGED", "索引缓冲将由设备管理并且按设备的需要来指定放在显存还是放在AGP内存中，同时备份这些资源到系统内存中。当应用程序访问和改变资源，也会对系统内存造成影响。", LES_HAS_DEFAULT_VALUE, (INT)0x00000200},
    /*012*/ {SDT_INT, 0, "索引只写", "D3DXMESH_IB_WRITEONLY", "表示对索引缓冲只写不读。", LES_HAS_DEFAULT_VALUE, (INT)0x00000400},
    /*013*/ {SDT_INT, 0, "索引动态内存", "D3DXMESH_IB_DYNAMIC", "设置索引缓冲区需要分配动态内存。", LES_HAS_DEFAULT_VALUE, (INT)0x00000800},
    /*014*/ {SDT_INT, 0, "索引软件处理", "D3DXMESH_IB_SOFTWAREPROCESSING", "设置此值，索引缓冲的顶点运算将由软件来完成。", LES_HAS_DEFAULT_VALUE, (INT)0x00010000},
    /*015*/ {SDT_INT, 0, "顶点共享", "D3DXMESH_VB_SHARE", "表示克隆模型到共享顶点缓冲中。", LES_HAS_DEFAULT_VALUE, (INT)0x00001000},
    /*016*/ {SDT_INT, 0, "硬件处理", "D3DXMESH_USEHWONLY", "只用硬件处理。", LES_HAS_DEFAULT_VALUE, (INT)0x00002000},
    /*017*/ {SDT_INT, 0, "缓冲系统内存", "D3DXMESH_SYSTEMMEM", "指索引和顶点缓冲放在系统内存中。", LES_HAS_DEFAULT_VALUE, (INT)0x00000110},
    /*018*/ {SDT_INT, 0, "缓冲系统管理资源", "D3DXMESH_MANAGED", "索引和顶点缓冲将由设备管理并且按设备的需要来指定放在显存还是放在AGP内存中，同时备份这些资源到系统内存中。当应用程序访问和改变资源，也会对系统内存造成影响。", LES_HAS_DEFAULT_VALUE, (INT)0x00000220},
    /*019*/ {SDT_INT, 0, "缓冲只写", "D3DXMESH_WRITEONLY", "表示对索引和顶点缓冲只写不读。", LES_HAS_DEFAULT_VALUE, (INT)0x00000440},
    /*020*/ {SDT_INT, 0, "缓冲动态内存", "D3DXMESH_DYNAMIC", "设置索引和顶点缓冲区需要分配动态内存。", LES_HAS_DEFAULT_VALUE, (INT)0x00000880},
    /*021*/ {SDT_INT, 0, "缓冲软件处理", "D3DXMESH_SOFTWAREPROCESSING", "设置此值，索引和顶点缓冲的顶点运算将由软件来完成。", LES_HAS_DEFAULT_VALUE, (INT)0x00018000},

};
static int s_objEventogrelib_D3DXMESH_static_var_count_65 = sizeof(s_objEventogrelib_D3DXMESH_static_var_65) / sizeof(s_objEventogrelib_D3DXMESH_static_var_65[0]);

// 模型优化标志  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DXMESHOPT_static_var_66[] = 
{
    /*000*/ {SDT_INT, 0, "紧缩", "D3DXMESHOPT_COMPACT", "删除没有用的顶点和索引项。", LES_HAS_DEFAULT_VALUE, (INT)0x01000000},
    /*001*/ {SDT_INT, 0, "调整属性", "D3DXMESHOPT_ATTRSORT", "根据属性给三角形排序并调整属性表，这将使“画子模型”方法更有效的执行。", LES_HAS_DEFAULT_VALUE, (INT)0x02000000},
    /*002*/ {SDT_INT, 0, "顶点缓冲", "D3DXMESHOPT_VERTEXCACHE", "增加顶点缓冲的命中率。", LES_HAS_DEFAULT_VALUE, (INT)0x04000000},
    /*003*/ {SDT_INT, 0, "三角形带长", "D3DXMESHOPT_STRIPREORDER", "重组顶点索引使三角形条带（Triangle Strip）尽量长。", LES_HAS_DEFAULT_VALUE, (INT)0x08000000},
    /*004*/ {SDT_INT, 0, "忽略顶点", "D3DXMESHOPT_IGNOREVERTS", "只优化索引，忽略顶点。", LES_HAS_DEFAULT_VALUE, (INT)0x10000000},
    /*005*/ {SDT_INT, 0, "不分割共享顶点", "D3DXMESHOPT_DONOTSPLIT", "当属性排序时，不分割在两个属性组中共享的顶点。", LES_HAS_DEFAULT_VALUE, (INT)0x20000000},
    /*006*/ {SDT_INT, 0, "设备依赖", "D3DXMESHOPT_DEVICEINDEPENDENT", "表标志影响顶点缓冲的大小。", LES_HAS_DEFAULT_VALUE, (INT)0x00400000},

};
static int s_objEventogrelib_D3DXMESHOPT_static_var_count_66 = sizeof(s_objEventogrelib_D3DXMESHOPT_static_var_66) / sizeof(s_objEventogrelib_D3DXMESHOPT_static_var_66[0]);

// 模型属性表  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DXATTRIBUTERANGE_static_var_67[] = 
{
    /*000*/ {SDT_INT, 0, "标识符", "AttribId", "属性表的标识符。", NULL, (INT)0x00000000},
    /*001*/ {SDT_INT, 0, "开始面", "FaceStart", "开始面。", NULL, (INT)0x00000000},
    /*002*/ {SDT_INT, 0, "面数量", "FaceCount", "面数量。", NULL, (INT)0x00000000},
    /*003*/ {SDT_INT, 0, "开始顶点", "VertexStart", "开始顶点。", NULL, (INT)0x00000000},
    /*004*/ {SDT_INT, 0, "顶点数量", "VertexCount", "顶点数量。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DXATTRIBUTERANGE_static_var_count_67 = sizeof(s_objEventogrelib_D3DXATTRIBUTERANGE_static_var_67) / sizeof(s_objEventogrelib_D3DXATTRIBUTERANGE_static_var_67[0]);

// 相交信息  下的枚举常量成员数组
static LIB_DATA_TYPE_ELEMENT s_objEventogrelib_D3DXINTERSECTINFO_static_var_68[] = 
{
    /*000*/ {SDT_INT, 0, "三角形索引", "FaceIndex", "与射线相交的三角形索引。", NULL, (INT)0x00000000},
    /*001*/ {SDT_FLOAT, 0, "重心坐标U分量", "U", "与射线相交的三角形中的重心坐标U分量。", NULL, (INT)0x00000000},
    /*002*/ {SDT_FLOAT, 0, "重心坐标V分量", "V", "与射线相交的三角形中的重心坐标V分量。", NULL, (INT)0x00000000},
    /*003*/ {SDT_FLOAT, 0, "距离", "Dist", "从射线发出点到相交点的距离。", NULL, (INT)0x00000000},

};
static int s_objEventogrelib_D3DXINTERSECTINFO_static_var_count_68 = sizeof(s_objEventogrelib_D3DXINTERSECTINFO_static_var_68) / sizeof(s_objEventogrelib_D3DXINTERSECTINFO_static_var_68[0]);

LIB_DATA_TYPE_INFO g_DataType_ogrelib_global_var[] = 
{
    //1=中文名字,2=英文名字,3=详细解释,4=命令数量,5=索引值,6=标志 LDT_
    //类型为窗口或菜单组件时有效 7=资源ID,8=事件数量,9=组件事件数组,10=属性数  11=属性数组 12=组件交互子程序
    //不为窗口、菜单组件或为枚举数据类型时才有效 13=成员数量,14=成员数据数组
    
/*000*/ { "矩形", "Rect", "矩形的区域",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Rect_static_var_count_00, s_objEventogrelib_Rect_static_var_00
        },
/*001*/ { "三维向量", "Vector3", "代表三维空间中一条有向的线段，该值的等于向量的终点坐标减去起点坐标。空间任意一点的坐标可以表示为该点到坐标原点的向量",
            s_dtCmdIndexogrelib_Vector3_static_var_count_01, s_dtCmdIndexogrelib_Vector3_static_var_01, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Vector3_static_var_count_01, s_objEventogrelib_Vector3_static_var_01
        },
/*002*/ { "四维向量", "Vector4", NULL,
            s_dtCmdIndexogrelib_Vector4_static_var_count_02, s_dtCmdIndexogrelib_Vector4_static_var_02, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Vector4_static_var_count_02, s_objEventogrelib_Vector4_static_var_02
        },
/*003*/ { "变换矩阵", "Matrix", "4乘4矩阵，用在三维空间的坐标变换",
            s_dtCmdIndexogrelib_Matrix_static_var_count_03, s_dtCmdIndexogrelib_Matrix_static_var_03, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Matrix_static_var_count_03, s_objEventogrelib_Matrix_static_var_03
        },
/*004*/ { "平面", "Plane", NULL,
            s_dtCmdIndexogrelib_Plane_static_var_count_04, s_dtCmdIndexogrelib_Plane_static_var_04, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Plane_static_var_count_04, s_objEventogrelib_Plane_static_var_04
        },
/*005*/ { "四元数", "Quaternion", NULL,
            s_dtCmdIndexogrelib_Quaternion_static_var_count_05, s_dtCmdIndexogrelib_Quaternion_static_var_05, _DT_OS(__OS_WIN) | LDT_IS_HIDED,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Quaternion_static_var_count_05, s_objEventogrelib_Quaternion_static_var_05
        },
/*006*/ { "视见区", "ViewPort", "描述了视线的平截面如何被映射到屏幕上的面积，同时提供X，Y轴上的极大，极小值",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_ViewPort_static_var_count_06, s_objEventogrelib_ViewPort_static_var_06
        },
/*007*/ { "三维页面", "Direct3DSurface", "查询和准备三维页面。",
            s_dtCmdIndexogrelib_Direct3DSurface_static_var_count_07, s_dtCmdIndexogrelib_Direct3DSurface_static_var_07, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Direct3DSurface_static_var_count_07, s_objEventogrelib_Direct3DSurface_static_var_07
        },
/*008*/ { "设备", "Device", "管理设备。",
            s_dtCmdIndexogrelib_Device_static_var_count_08, s_dtCmdIndexogrelib_Device_static_var_08, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Device_static_var_count_08, s_objEventogrelib_Device_static_var_08
        },
/*009*/ { "摄像机", "Camera", "提供对摄像机数据类型的支持",
            s_dtCmdIndexogrelib_Camera_static_var_count_09, s_dtCmdIndexogrelib_Camera_static_var_09, _DT_OS(__OS_WIN) | LDT_IS_HIDED,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Camera_static_var_count_09, s_objEventogrelib_Camera_static_var_09
        },
/*010*/ { "灯光", "Light", "管理灯光。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Light_static_var_count_10, s_objEventogrelib_Light_static_var_10
        },
/*011*/ { "材质", "Material", "管理材质。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Material_static_var_count_11, s_objEventogrelib_Material_static_var_11
        },
/*012*/ { "全局唯一标识符", "GUID", "全局唯一标识符。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_GUID_static_var_count_12, s_objEventogrelib_GUID_static_var_12
        },
/*013*/ { "资源", "IDirect3DResource9", "管理D3D中的资源。",
            s_dtCmdIndexogrelib_IDirect3DResource9_static_var_count_13, s_dtCmdIndexogrelib_IDirect3DResource9_static_var_13, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DResource9_static_var_count_13, s_objEventogrelib_IDirect3DResource9_static_var_13
        },
/*014*/ { "纹理", "IDirect3DTexture9", "管理纹理。",
            s_dtCmdIndexogrelib_IDirect3DTexture9_static_var_count_14, s_dtCmdIndexogrelib_IDirect3DTexture9_static_var_14, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DTexture9_static_var_count_14, s_objEventogrelib_IDirect3DTexture9_static_var_14
        },
/*015*/ { "基础纹理", "IDirect3DBaseTexture9", "管理基础纹理。",
            s_dtCmdIndexogrelib_IDirect3DBaseTexture9_static_var_count_15, s_dtCmdIndexogrelib_IDirect3DBaseTexture9_static_var_15, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DBaseTexture9_static_var_count_15, s_objEventogrelib_IDirect3DBaseTexture9_static_var_15
        },
/*016*/ { "立体纹理", "IDirect3DVolumeTexture9", "管理立体纹理。",
            s_dtCmdIndexogrelib_IDirect3DVolumeTexture9_static_var_count_16, s_dtCmdIndexogrelib_IDirect3DVolumeTexture9_static_var_16, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DVolumeTexture9_static_var_count_16, s_objEventogrelib_IDirect3DVolumeTexture9_static_var_16
        },
/*017*/ { "立方体纹理", "IDirect3DCubeTexture9", "管理立方体纹理。",
            s_dtCmdIndexogrelib_IDirect3DCubeTexture9_static_var_count_17, s_dtCmdIndexogrelib_IDirect3DCubeTexture9_static_var_17, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DCubeTexture9_static_var_count_17, s_objEventogrelib_IDirect3DCubeTexture9_static_var_17
        },
/*018*/ { "顶点缓冲", "IDirect3DVertexBuffer9", "管理顶点缓冲。",
            s_dtCmdIndexogrelib_IDirect3DVertexBuffer9_static_var_count_18, s_dtCmdIndexogrelib_IDirect3DVertexBuffer9_static_var_18, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DVertexBuffer9_static_var_count_18, s_objEventogrelib_IDirect3DVertexBuffer9_static_var_18
        },
/*019*/ { "顶点缓冲描述", "D3DVERTEXBUFFER_DESC", "用来描述一个顶点缓冲。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DVERTEXBUFFER_DESC_static_var_count_19, s_objEventogrelib_D3DVERTEXBUFFER_DESC_static_var_19
        },
/*020*/ { "顶点着色器", "IDirect3DVertexShader9", "顶点着色器可以控制顶点颜色和把纹理应用于顶点的方式。也可以通过使用顶点着色器指令加入光照。",
            s_dtCmdIndexogrelib_IDirect3DVertexShader9_static_var_count_20, s_dtCmdIndexogrelib_IDirect3DVertexShader9_static_var_20, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DVertexShader9_static_var_count_20, s_objEventogrelib_IDirect3DVertexShader9_static_var_20
        },
/*021*/ { "顶点成员", "D3DVERTEXELEMENT9", "关于顶点的信息。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DVERTEXELEMENT9_static_var_count_21, s_objEventogrelib_D3DVERTEXELEMENT9_static_var_21
        },
/*022*/ { "顶点声明", "IDirect3DVertexDeclaration9", "顶点声明。",
            s_dtCmdIndexogrelib_IDirect3DVertexDeclaration9_static_var_count_22, s_dtCmdIndexogrelib_IDirect3DVertexDeclaration9_static_var_22, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DVertexDeclaration9_static_var_count_22, s_objEventogrelib_IDirect3DVertexDeclaration9_static_var_22
        },
/*023*/ { "索引缓冲", "IDirect3DIndexBuffer9", "管理索引缓冲。",
            s_dtCmdIndexogrelib_IDirect3DIndexBuffer9_static_var_count_23, s_dtCmdIndexogrelib_IDirect3DIndexBuffer9_static_var_23, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DIndexBuffer9_static_var_count_23, s_objEventogrelib_IDirect3DIndexBuffer9_static_var_23
        },
/*024*/ { "索引缓冲描述", "D3DINDEXBUFFER_DESC", "用来描述一个顶点缓冲。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DINDEXBUFFER_DESC_static_var_count_24, s_objEventogrelib_D3DINDEXBUFFER_DESC_static_var_24
        },
/*025*/ { "模型", "ID3DXMesh", "管理模型。",
            s_dtCmdIndexogrelib_ID3DXMesh_static_var_count_25, s_dtCmdIndexogrelib_ID3DXMesh_static_var_25, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_ID3DXMesh_static_var_count_25, s_objEventogrelib_ID3DXMesh_static_var_25
        },
/*026*/ { "设备参数", "D3DPRESENT_PARAMETERS", "设备描述参数。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DPRESENT_PARAMETERS_static_var_count_26, s_objEventogrelib_D3DPRESENT_PARAMETERS_static_var_26
        },
/*027*/ { "颜色", "Colour", "颜色RGBA。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Colour_static_var_count_27, s_objEventogrelib_Colour_static_var_27
        },
/*028*/ { "页面信息", "SurfaceDest", "描述页面信息。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_SurfaceDest_static_var_count_28, s_objEventogrelib_SurfaceDest_static_var_28
        },
/*029*/ { "锁定矩形区域", "LockedRect", "锁定的矩形区域。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_LockedRect_static_var_count_29, s_objEventogrelib_LockedRect_static_var_29
        },
/*030*/ { "调色板单元", "PaletteEntry", "调色板中的一个单元。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_PaletteEntry_static_var_count_30, s_objEventogrelib_PaletteEntry_static_var_30
        },
/*031*/ { "状态块", "Direct3DStateBlock", "保存和恢复管道状态，也可用于捕获当前设备状态。",
            s_dtCmdIndexogrelib_Direct3DStateBlock_static_var_count_31, s_dtCmdIndexogrelib_Direct3DStateBlock_static_var_31, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Direct3DStateBlock_static_var_count_31, s_objEventogrelib_Direct3DStateBlock_static_var_31
        },
/*032*/ { "交换链", "Direct3DSwapChain", "维护一个交换链表。",
            s_dtCmdIndexogrelib_Direct3DSwapChain_static_var_count_32, s_dtCmdIndexogrelib_Direct3DSwapChain_static_var_32, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_Direct3DSwapChain_static_var_count_32, s_objEventogrelib_Direct3DSwapChain_static_var_32
        },
/*033*/ { "显示模式", "DisplayMode", "描述显示模式。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_DisplayMode_static_var_count_33, s_objEventogrelib_DisplayMode_static_var_33
        },
/*034*/ { "立体空间", "D3DBOX", "定义一个空间。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DBOX_static_var_count_34, s_objEventogrelib_D3DBOX_static_var_34
        },
/*035*/ { "空间描述", "D3DVOLUME_DESC", "用来描述一个具体的空间。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DVOLUME_DESC_static_var_count_35, s_objEventogrelib_D3DVOLUME_DESC_static_var_35
        },
/*036*/ { "立体", "IDirect3DVolume9", "管理立体。",
            s_dtCmdIndexogrelib_IDirect3DVolume9_static_var_count_36, s_dtCmdIndexogrelib_IDirect3DVolume9_static_var_36, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DVolume9_static_var_count_36, s_objEventogrelib_IDirect3DVolume9_static_var_36
        },
/*037*/ { "设备技术特性", "D3DCAPS9", "描述设备的技术特性。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DCAPS9_static_var_count_37, s_objEventogrelib_D3DCAPS9_static_var_37
        },
/*038*/ { "像素着色器", "IDirect3DPixelShader9", "像素着色器是一些小程序，在对三角形进行光栅化操作时运行。这在渲染像素的方法上给了用户更高一级的灵活性。",
            s_dtCmdIndexogrelib_IDirect3DPixelShader9_static_var_count_38, s_dtCmdIndexogrelib_IDirect3DPixelShader9_static_var_38, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_IDirect3DPixelShader9_static_var_count_38, s_objEventogrelib_IDirect3DPixelShader9_static_var_38
        },
/*039*/ { "图像文件信息", "D3DXIMAGE_INFO", "描述图像文件信息。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DXIMAGE_INFO_static_var_count_39, s_objEventogrelib_D3DXIMAGE_INFO_static_var_39
        },
/*040*/ { "灯光类型", "LightType", "灯光类型常量。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_LightType_static_var_count_40, s_objEventogrelib_LightType_static_var_40
        },
/*041*/ { "设备常量", "DeviceConst", "设备相关的常量。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_DeviceConst_static_var_count_41, s_objEventogrelib_DeviceConst_static_var_41
        },
/*042*/ { "渲染状态", "RenderState", "设备的渲染状态。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_RenderState_static_var_count_42, s_objEventogrelib_RenderState_static_var_42
        },
/*043*/ { "渲染状态值", "RenderStateValue", "设备的渲染状态值。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_RenderStateValue_static_var_count_43, s_objEventogrelib_RenderStateValue_static_var_43
        },
/*044*/ { "取样器状态类型", "D3DSAMPLERSTATETYPE", "取样器状态类型值。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DSAMPLERSTATETYPE_static_var_count_44, s_objEventogrelib_D3DSAMPLERSTATETYPE_static_var_44
        },
/*045*/ { "纹理寻址模式", "D3DTEXTUREADDRESS", "纹理寻址模式值。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DTEXTUREADDRESS_static_var_count_45, s_objEventogrelib_D3DTEXTUREADDRESS_static_var_45
        },
/*046*/ { "纹理过滤类型", "D3DTEXTUREFILTERTYPE", "纹理过滤类型。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DTEXTUREFILTERTYPE_static_var_count_46, s_objEventogrelib_D3DTEXTUREFILTERTYPE_static_var_46
        },
/*047*/ { "纹理层状态类型", "D3DTEXTURESTAGESTATETYPE", "纹理层状态类型",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DTEXTURESTAGESTATETYPE_static_var_count_47, s_objEventogrelib_D3DTEXTURESTAGESTATETYPE_static_var_47
        },
/*048*/ { "纹理层操作", "D3DTEXTUREOP", "纹理层操作",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DTEXTUREOP_static_var_count_48, s_objEventogrelib_D3DTEXTUREOP_static_var_48
        },
/*049*/ { "纹理层颜色常量", "D3DTA", "纹理层颜色常量。标识为修改标志的值可以与其它值一起使用。用“与”将两种标志连在一起。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DTA_static_var_count_49, s_objEventogrelib_D3DTA_static_var_49
        },
/*050*/ { "纹理层坐标", "D3DTSS_TCI", "纹理层坐标",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DTSS_TCI_static_var_count_50, s_objEventogrelib_D3DTSS_TCI_static_var_50
        },
/*051*/ { "纹理层坐标变换", "D3DTEXTURETRANSFORMFLAGS", "纹理层坐标变换",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DTEXTURETRANSFORMFLAGS_static_var_count_51, s_objEventogrelib_D3DTEXTURETRANSFORMFLAGS_static_var_51
        },
/*052*/ { "页面格式", "D3DFORMAT", "页面格式类型。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DFORMAT_static_var_count_52, s_objEventogrelib_D3DFORMAT_static_var_52
        },
/*053*/ { "资源类型", "D3DRESOURCETYPE", "资源类型。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DRESOURCETYPE_static_var_count_53, s_objEventogrelib_D3DRESOURCETYPE_static_var_53
        },
/*054*/ { "资源用途", "D3DUSAGE", "为资源定义的用途常量表。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DUSAGE_static_var_count_54, s_objEventogrelib_D3DUSAGE_static_var_54
        },
/*055*/ { "多重采样类型", "D3DMULTISAMPLE_TYPE", "设备适用的全景多重采样等级。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DMULTISAMPLE_TYPE_static_var_count_55, s_objEventogrelib_D3DMULTISAMPLE_TYPE_static_var_55
        },
/*056*/ { "内存池类型", "D3DPOOL", "保存资源缓冲区的内存池类型。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DPOOL_static_var_count_56, s_objEventogrelib_D3DPOOL_static_var_56
        },
/*057*/ { "变换状态", "D3DTRANSFORMSTATETYPE", "描述变换状态类型。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DTRANSFORMSTATETYPE_static_var_count_57, s_objEventogrelib_D3DTRANSFORMSTATETYPE_static_var_57
        },
/*058*/ { "立方体面", "D3DCUBEMAP_FACES", "立方体面常量。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DCUBEMAP_FACES_static_var_count_58, s_objEventogrelib_D3DCUBEMAP_FACES_static_var_58
        },
/*059*/ { "灵活顶点格式", "D3DFVF", "灵活顶点格式常量。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DFVF_static_var_count_59, s_objEventogrelib_D3DFVF_static_var_59
        },
/*060*/ { "顶点成员类型", "D3DDECLTYPE", "顶点成员类型。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DDECLTYPE_static_var_count_60, s_objEventogrelib_D3DDECLTYPE_static_var_60
        },
/*061*/ { "顶点成员方法", "D3DDECLMETHOD", "顶点成员方法。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DDECLMETHOD_static_var_count_61, s_objEventogrelib_D3DDECLMETHOD_static_var_61
        },
/*062*/ { "顶点成员用途", "D3DDECLUSAGE", "顶点成员用途。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DDECLUSAGE_static_var_count_62, s_objEventogrelib_D3DDECLUSAGE_static_var_62
        },
/*063*/ { "纹理通道过滤", "D3DX_FILTER", "指定操作哪个纹理通道。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DX_FILTER_static_var_count_63, s_objEventogrelib_D3DX_FILTER_static_var_63
        },
/*064*/ { "图像文件格式", "D3DXIMAGE_FILEFORMAT", "图像文件的格式。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DXIMAGE_FILEFORMAT_static_var_count_64, s_objEventogrelib_D3DXIMAGE_FILEFORMAT_static_var_64
        },
/*065*/ { "模型创建标志", "D3DXMESH", "模型创建标志。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DXMESH_static_var_count_65, s_objEventogrelib_D3DXMESH_static_var_65
        },
/*066*/ { "模型优化标志", "D3DXMESHOPT", "模型优化标志。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DXMESHOPT_static_var_count_66, s_objEventogrelib_D3DXMESHOPT_static_var_66
        },
/*067*/ { "模型属性表", "D3DXATTRIBUTERANGE", "模型属性表。",
            NULL, NULL, _DT_OS(__OS_WIN) | LDT_ENUM,
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DXATTRIBUTERANGE_static_var_count_67, s_objEventogrelib_D3DXATTRIBUTERANGE_static_var_67
        },
/*068*/ { "相交信息", "D3DXINTERSECTINFO", "描述射线和三角形相交信息。",
            NULL, NULL, _DT_OS(__OS_WIN),
            0, NULL, NULL,
            NULL, NULL,
            NULL,
            s_objEventogrelib_D3DXINTERSECTINFO_static_var_count_68, s_objEventogrelib_D3DXINTERSECTINFO_static_var_68
        },
};
int g_DataType_ogrelib_global_var_count = sizeof(g_DataType_ogrelib_global_var) / sizeof(g_DataType_ogrelib_global_var[0]);

#endif

