<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>ANXFramework Wiki Rss Feed</title><link>http://anxframework.codeplex.com/</link><description>ANXFramework Wiki Rss Description</description><item><title>Updated Wiki: Documentation</title><link>http://anxframework.codeplex.com/documentation?version=13</link><description>&lt;div class="wikidoc"&gt;As we are working heavy on the core of the ANX.Framework and we all are busy porting the complete XNA framework there is not very much documentation availabe. As one of our targets is to create a framework which is source compatible to XNA you can use the huge and great MSDN documentation of XNA for descriptions of every method, class, structure and enumeration.&lt;br /&gt;
&lt;h2&gt;Troubleshooting&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;AddIns could not be loaded (&amp;quot;attempt to load assembly from a network share&amp;quot;) &lt;a href="http://anxframework.codeplex.com/wikipage?title=Troubleshooting%2fAddInLoadError&amp;referringTitle=Documentation"&gt;Solution&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=HowTo%2fAddInLoadingException&amp;referringTitle=Documentation"&gt;How to solve a AddInLoadingException&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Tutorials and How To&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=HowTo%2fConvertXna&amp;referringTitle=Documentation"&gt;How to convert an XNA game project to ANX&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=HowTo%2fEffectFiles&amp;referringTitle=Documentation"&gt;How to use effect files&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=How%20to%20get%20the%20Kinect%20InputSystem%20to%20work&amp;referringTitle=Documentation"&gt;How to get the Kinect InputSystem to work&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=HowTo%2fVerifyMetroApp&amp;referringTitle=Documentation"&gt;How to Verify a Metro App&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=ExtOGLShader&amp;referringTitle=Documentation"&gt;Extended OpenGL Shader&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Building from source&lt;/h2&gt;
&lt;a href="http://anxframework.codeplex.com/wikipage?title=Build%20file&amp;referringTitle=Documentation"&gt;Build using the build files&lt;/a&gt;&lt;br /&gt;
&lt;h2&gt;Samples&lt;/h2&gt;
There are some samples available in the source code repository but unfortunately we haven&amp;#39;t written documentation for them. There&amp;#39;s a huge number of XNA samples available on the net. We started to test ANX using the XNA samples of App Hub: &lt;a href="http://anxframework.codeplex.com/wikipage?title=XNA%20Sample%20Status&amp;referringTitle=Documentation"&gt;XNA Sample Status&lt;/a&gt;&lt;br /&gt;
&lt;h2&gt;Misc&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=Content%2fPlatformFormats&amp;referringTitle=Documentation"&gt;Content Pipeline and Platform Formats&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Mon, 04 Feb 2013 12:24:51 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Documentation 20130204122451P</guid></item><item><title>Updated Wiki: XNA Sample Status</title><link>http://anxframework.codeplex.com/wikipage?title=XNA Sample Status&amp;version=1</link><description>&lt;div class="wikidoc"&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;th&gt;Name&lt;/th&gt;
&lt;th&gt;Status&lt;/th&gt;
&lt;th&gt;URL&lt;/th&gt;
&lt;th&gt;Comment&lt;/th&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Billboard&lt;/td&gt;
&lt;td&gt;not working&lt;/td&gt;
&lt;td&gt;&lt;a href="http://xbox.create.msdn.com/en-US/education/catalog/sample/billboard"&gt;App Hub&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;not working because of FBX import&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Mon, 04 Feb 2013 12:23:08 GMT</pubDate><guid isPermaLink="false">Updated Wiki: XNA Sample Status 20130204122308P</guid></item><item><title>Updated Wiki: Home</title><link>http://anxframework.codeplex.com/wikipage?version=28</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;Work in progress&lt;/h1&gt;
This software is not completly production ready and work in progress. We started in September 2011 and many things are still to do and unfinished but we are on a good way. See &lt;a href="http://anxframework.codeplex.com/wikipage?title=Current%20Status&amp;referringTitle=Home"&gt;Current Status&lt;/a&gt; for a overview how much of XNA compatibility ANX has reached. This software is mostly usable in a production environment but not all features are finished.&lt;br /&gt;&lt;br /&gt;The first goal is to create a 1.0 version which has the same features as XNA and which behaves the same way. &lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Download?ProjectName=ANXFramework&amp;DownloadId=304846" alt="ANX.Framework.Logo_459x121.png" title="ANX.Framework.Logo_459x121.png" /&gt;
&lt;h1&gt;Project Summary&lt;/h1&gt;The ANX.Framework is a platform independent game framework which is compatible with Microsofts XNA Framework.&lt;br /&gt;&lt;br /&gt;BTW: ANX is the acronym for &amp;#39;&lt;b&gt;A&lt;/b&gt;NX&amp;#39;s &lt;b&gt;n&lt;/b&gt;ot &lt;b&gt;X&lt;/b&gt;NA&amp;#39; and XNA is the acronym for &amp;#39;&lt;b&gt;X&lt;/b&gt;NA&amp;#39;s &lt;b&gt;n&lt;/b&gt;ot &lt;b&gt;a&lt;/b&gt;cronymed&amp;#39; ;-)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt; BREAKING NEWS &lt;/i&gt;&lt;/b&gt;&lt;br /&gt;Today the first ANX game was approved for the &lt;b&gt;Windows 8 store&lt;/b&gt;: Whac-A-Hamster by our team member rene87. You can download it here: &lt;a href="http://apps.microsoft.com/webpdp/de-DE/app/whac-a-hamster/659d78c8-2eb4-4fe7-8560-d56c849f5827"&gt;http://apps.microsoft.com/webpdp/de-DE/app/whac-a-hamster/659d78c8-2eb4-4fe7-8560-d56c849f5827&lt;/a&gt;. This is no AAA game and it has a easy concept but it is a great proof-of-concept for our work. It proofes that you are able to create Win8 ModernUI games with ANX.&lt;br /&gt;
&lt;h2&gt;What is the purpose of the ANX.Framework?&lt;/h2&gt;The ANX.Framework is a framework which is source compatible with Microsoft&amp;#39;s XNA framework &lt;b&gt;4.0&lt;/b&gt;. Source compatibility means, that you can &amp;quot;translate&amp;quot; a XNA game project to be a ANX game project by simply replacing all namespaces from &lt;i&gt;Microsoft.XNA.Framework&lt;/i&gt; to &lt;i&gt;ANX.Framework&lt;/i&gt;. The advantage of ANX is simply that you are able to swap the RenderSystem, the InputSystem and the AudioSystem. By swapping this systems you are no more limited to run your game using DirectX9 which XNA is using. ANX comes with a DirectX10 RenderSystem as a default. A DirectX 11, DirectX 11.1 and a OpenGL 3 RenderSystem is currently in development. This will make it possible to run your games on Linux and other plattforms which are supported by OpenGL etc. simply by swapping the namespaces.&lt;br /&gt;&lt;br /&gt;After finishing the work on the core functions of porting the XNA framework over to ANX we will concentrate on finishing more RenderSystems, InputSystems and AudioSystems. &lt;br /&gt;&lt;br /&gt;Another important point of the ANX.Framework is the fact, that the DirectX10 RenderSystem (and the DX11 and 11.1 RenderSystems too) are based on the awesome &lt;a href="http://code.google.com/p/sharpdx/"&gt;SharpDX&lt;/a&gt; project which is known as the fastest managed DirectX wrapper existing.&lt;br /&gt;
&lt;h2&gt;Current State of the project.&lt;/h2&gt;The current state is that we reached the goal of having the same signature as XNA (The way you can call all classes from your project) and we also got a first rendering sample to run on Ubuntu. This doesn&amp;#39;t mean we have all of the features implemented yet! However we&amp;#39;re making great progress and are working hard on implementing all the features XNA does. The RenderSystems are becoming more stable all the time and also the InputSystem is progressing. The next big task will be the AudioSystems.&lt;br /&gt;&lt;br /&gt;These are some things that already work (this is not supposed to be a complete feature list):&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;SpriteBatch&lt;/li&gt;
&lt;li&gt;VertexBuffers&lt;/li&gt;
&lt;li&gt;IndexBuffers&lt;/li&gt;
&lt;li&gt;VertexDeclaration&lt;/li&gt;
&lt;li&gt;RenderTargets (MultiRenderTargets are missing)&lt;/li&gt;
&lt;li&gt;Depth/Stencil Buffers&lt;/li&gt;
&lt;li&gt;Effects&lt;/li&gt;
&lt;li&gt;ContentPipeline reading of original XNB-Files&lt;/li&gt;
&lt;li&gt;Draw*Primitives&lt;/li&gt;
&lt;li&gt;Vector2, Vector3, Vector4, Matrix, Quaternion, Rectangle, BoundingBox, BoundingSphere&lt;/li&gt;
&lt;li&gt;BlendState&lt;/li&gt;
&lt;li&gt;RasterizerState&lt;/li&gt;
&lt;li&gt;SamplerState&lt;/li&gt;
&lt;li&gt;DepthStencilState&lt;/li&gt;
&lt;li&gt;Basic OpenGL-Rendering on Ubuntu 11.10&lt;/li&gt;
&lt;li&gt;DirectX 10 and 11 rendering&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Is this &amp;quot;yet another game engine&amp;quot;?&lt;/h2&gt;No, ANX is not another game engine but it is perfectly suited as basis of your game engine. ANX is a graphics, input and sound framework. It gives you a nice and easy to learn interface to the beasts that handles all the graphics stuff like DirectX and OpenGL. ANX will make it easy for you to dive into game development but you have to code. It is low level but it hasn&amp;#39;t a steep learning curve like DirectX and OpenGL.&lt;br /&gt;
&lt;h2&gt;You have questions?&lt;/h2&gt;There is no such thing as a stupid question! Feel free to ask whatever you wan&amp;#39;t about the project, either in the &lt;a href="http://anxframework.codeplex.com/discussions"&gt;Discussion Tab&lt;/a&gt; or in our Forum: &lt;a href="http://www.indiedev.de/forum/viewforum.php?f=39"&gt;ANX on indiedev&lt;/a&gt;.&lt;br /&gt;
&lt;h2&gt;Who are the guys behind ANX?`&lt;/h2&gt;We have created a dedicated &lt;a href="http://anxframework.codeplex.com/wikipage?title=team%20page&amp;referringTitle=Home"&gt;team page&lt;/a&gt; to introduce the guys behind the ANX.Framework. On the member pages you will find information about every team member.&lt;br /&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Mon, 04 Feb 2013 12:05:42 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20130204120542P</guid></item><item><title>New Comment on "HowTo/ConvertXna"</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;ANCHOR#C25691</link><description>You can find it in the &amp;#34;ANX.Framework&amp;#92;build&amp;#34; Folder, in the actual sourcecode. Just open it in VS and start a build.</description><author>Jyskall</author><pubDate>Sat, 24 Nov 2012 19:13:22 GMT</pubDate><guid isPermaLink="false">New Comment on "HowTo/ConvertXna" 20121124071322P</guid></item><item><title>Updated Wiki: Home</title><link>http://anxframework.codeplex.com/wikipage?version=27</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;Work in progress&lt;/h1&gt;
This software is alpha software and work in progress. We started in September 2011 and many things are still to do and unfinished but we are on a good way. See &lt;a href="http://anxframework.codeplex.com/wikipage?title=Current%20Status&amp;referringTitle=Home"&gt;Current Status&lt;/a&gt; for a overview how much of XNA compatibility ANX has reached. This software is mostly usable in a production environment but not all features are finished.&lt;br /&gt;&lt;br /&gt;The first goal is to create a 1.0 version which has the same features as XNA and which behaves the same way. &lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Download?ProjectName=ANXFramework&amp;DownloadId=304846" alt="ANX.Framework.Logo_459x121.png" title="ANX.Framework.Logo_459x121.png" /&gt;
&lt;h1&gt;Project Summary&lt;/h1&gt;The ANX.Framework is a platform independent game framework which is compatible with Microsofts XNA Framework.&lt;br /&gt;&lt;br /&gt;BTW: ANX is the acronym for &amp;#39;&lt;b&gt;A&lt;/b&gt;NX&amp;#39;s &lt;b&gt;n&lt;/b&gt;ot &lt;b&gt;X&lt;/b&gt;NA&amp;#39; and XNA is the acronym for &amp;#39;&lt;b&gt;X&lt;/b&gt;NA&amp;#39;s &lt;b&gt;n&lt;/b&gt;ot &lt;b&gt;a&lt;/b&gt;cronymed&amp;#39; ;-)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt; BREAKING NEWS &lt;/i&gt;&lt;/b&gt;&lt;br /&gt;Today the first ANX game was approved for the &lt;b&gt;Windows 8 store&lt;/b&gt;: Whac-A-Hamster by our team member rene87. You can download it here: &lt;a href="http://apps.microsoft.com/webpdp/de-DE/app/whac-a-hamster/659d78c8-2eb4-4fe7-8560-d56c849f5827"&gt;http://apps.microsoft.com/webpdp/de-DE/app/whac-a-hamster/659d78c8-2eb4-4fe7-8560-d56c849f5827&lt;/a&gt;. This is no AAA game and it has a easy concept but it is a great proof-of-concept for our work. It proofes that you are able to create Win8 ModernUI games with ANX.&lt;br /&gt;
&lt;h2&gt;What is the purpose of the ANX.Framework?&lt;/h2&gt;The ANX.Framework is a framework which is source compatible with Microsoft&amp;#39;s XNA framework &lt;b&gt;4.0&lt;/b&gt;. Source compatibility means, that you can &amp;quot;translate&amp;quot; a XNA game project to be a ANX game project by simply replacing all namespaces from &lt;i&gt;Microsoft.XNA.Framework&lt;/i&gt; to &lt;i&gt;ANX.Framework&lt;/i&gt;. The advantage of ANX is simply that you are able to swap the RenderSystem, the InputSystem and the AudioSystem. By swapping this systems you are no more limited to run your game using DirectX9 which XNA is using. ANX comes with a DirectX10 RenderSystem as a default. A DirectX 11, DirectX 11.1 and a OpenGL 3 RenderSystem is currently in development. This will make it possible to run your games on Linux and other plattforms which are supported by OpenGL etc. simply by swapping the namespaces.&lt;br /&gt;&lt;br /&gt;After finishing the work on the core functions of porting the XNA framework over to ANX we will concentrate on finishing more RenderSystems, InputSystems and AudioSystems. &lt;br /&gt;&lt;br /&gt;Another important point of the ANX.Framework is the fact, that the DirectX10 RenderSystem (and the DX11 and 11.1 RenderSystems too) are based on the awesome &lt;a href="http://code.google.com/p/sharpdx/"&gt;SharpDX&lt;/a&gt; project which is known as the fastest managed DirectX wrapper existing.&lt;br /&gt;
&lt;h2&gt;Current State of the project.&lt;/h2&gt;The current state is that we reached the goal of having the same signature as XNA (The way you can call all classes from your project) and we also got a first rendering sample to run on Ubuntu. This doesn&amp;#39;t mean we have all of the features implemented yet! However we&amp;#39;re making great progress and are working hard on implementing all the features XNA does. The RenderSystems are becoming more stable all the time and also the InputSystem is progressing. The next big task will be the AudioSystems.&lt;br /&gt;&lt;br /&gt;These are some things that already work (this is not supposed to be a complete feature list):&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;SpriteBatch&lt;/li&gt;
&lt;li&gt;VertexBuffers&lt;/li&gt;
&lt;li&gt;IndexBuffers&lt;/li&gt;
&lt;li&gt;VertexDeclaration&lt;/li&gt;
&lt;li&gt;RenderTargets (MultiRenderTargets are missing)&lt;/li&gt;
&lt;li&gt;Depth/Stencil Buffers&lt;/li&gt;
&lt;li&gt;Effects&lt;/li&gt;
&lt;li&gt;ContentPipeline reading of original XNB-Files&lt;/li&gt;
&lt;li&gt;Draw*Primitives&lt;/li&gt;
&lt;li&gt;Vector2, Vector3, Vector4, Matrix, Quaternion, Rectangle, BoundingBox, BoundingSphere&lt;/li&gt;
&lt;li&gt;BlendState&lt;/li&gt;
&lt;li&gt;RasterizerState&lt;/li&gt;
&lt;li&gt;SamplerState&lt;/li&gt;
&lt;li&gt;DepthStencilState&lt;/li&gt;
&lt;li&gt;Basic OpenGL-Rendering on Ubuntu 11.10&lt;/li&gt;
&lt;li&gt;DirectX 10 and 11 rendering&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Is this &amp;quot;yet another game engine&amp;quot;?&lt;/h2&gt;No, ANX is not another game engine but it is perfectly suited as basis of your game engine. ANX is a graphics, input and sound framework. It gives you a nice and easy to learn interface to the beasts that handles all the graphics stuff like DirectX and OpenGL. ANX will make it easy for you to dive into game development but you have to code. It is low level but it hasn&amp;#39;t a steep learning curve like DirectX and OpenGL.&lt;br /&gt;
&lt;h2&gt;You have questions?&lt;/h2&gt;There is no such thing as a stupid question! Feel free to ask whatever you wan&amp;#39;t about the project, either in the &lt;a href="http://anxframework.codeplex.com/discussions"&gt;Discussion Tab&lt;/a&gt; or in our Forum: &lt;a href="http://www.indiedev.de/forum/viewforum.php?f=39"&gt;ANX on indiedev&lt;/a&gt;.&lt;br /&gt;
&lt;h2&gt;Who are the guys behind ANX?`&lt;/h2&gt;We have created a dedicated &lt;a href="http://anxframework.codeplex.com/wikipage?title=team%20page&amp;referringTitle=Home"&gt;team page&lt;/a&gt; to introduce the guys behind the ANX.Framework. On the member pages you will find information about every team member.&lt;br /&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Sun, 18 Nov 2012 19:05:00 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20121118070500P</guid></item><item><title>Updated Wiki: Current Status</title><link>http://anxframework.codeplex.com/wikipage?title=Current Status&amp;version=1</link><description>&lt;div class="wikidoc"&gt;
&lt;table border="1" cellspacing="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BoundingBox&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;xToast, Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BoundingFrustum&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;xToast, Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BoundingSphere&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;xToast&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Color&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, SilentWarrior&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContainmentType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Curve&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;floAr&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;CurveContinuity&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;CurveKey&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;floAr, Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;CurveKeyCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;floAr, AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;CurveLoopType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;CurveTangent&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DisplayOrientation&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DrawableGameComponent&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;FrameworkDispatcher&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Game&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;60&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameComponent&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameComponentCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameComponentCollectionEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameHost&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameServiceContainer&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameTime&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameWindow&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GraphicsDeviceInformation&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GraphicsDeviceManager&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;60&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IDrawable&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IGameComponent&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IGraphicsDeviceManager&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IUpdateable&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LaunchParameters&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MathHelper&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, rene87&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Matrix&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;70&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, GinieDp, rene87, floAr&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Plane&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;floAr, GinieDp&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PlaneIntersectionType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PlayerIndex&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Point&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PreparingDeviceSettingsEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Quaternion&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;floAr, GinieDp&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Ray&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;floAr&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Rectangle&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, GinieDp&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TitleContainer&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Vector2&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;xToast, GinieDp&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Vector3&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;xToast, GinieDp&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Vector4&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;xToast, GinieDp&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Audio&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AudioCategory&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;30&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AudioChannels&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AudioEmitter&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AudioEngine&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;50&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AudioListener&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AudioStopOptions&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Cue&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;5&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DynamicSoundEffectInstance&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;InstancePlayLimitException&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;99&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Microphone&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MicrophoneState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NoAudioHardwareException&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;99&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NoMicrophoneConnectedException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RendererDetail&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SoundBank&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SoundEffect&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SoundEffectInstance&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SoundState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;WaveBank&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Content&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AlphaTestEffectReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BasicEffectReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentLoadException&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;95&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentManager&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentReader&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentSerializerAttribute&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentSerializerCollectionItemNameAttribute&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentSerializerIgnoreAttribute&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentSerializerRuntimeTypeAttribute&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentSerializerTypeVersionAttribute&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentTypeReader&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentTypeReaderManager&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ContentTypeReader`1&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DualTextureEffectReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectMaterialReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EnvironmentMapEffectReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IndexBufferReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ModelReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RayReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ReflectiveReader`1&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ResourceContentManager&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;80&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SkinnedEffectReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Design&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ANXFieldDescriptor&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ANXPropertyDescriptor&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BoundingBoxConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BoundingSphereConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ColorConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MathTypeConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MatrixConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PlaneConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PointConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;QuaternionConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RayConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RectangleConverter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Vector2Converter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Vector3Converter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Vector4Converter&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.GamerServices&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Achievement&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AchievementCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarAnimation&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarAnimationPreset&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarBodyType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarBone&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarDescription&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarExpression&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarEye&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarEyebrow&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarMouth&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarRenderer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvatarRendererState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ControllerSensitivity&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;FriendCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;FriendGamer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameDefaults&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameDifficulty&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameUpdateRequiredException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Gamer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerCollection`1&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerPresence&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerPresenceMode&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerPrivilegeException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerPrivilegeSetting&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerPrivileges&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerProfile&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerServicesComponent&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerServicesDispatcher&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerServicesNotAvailableException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerZone&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Guide&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GuideAlreadyVisibleException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IAvatarAnimation&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;InviteAcceptedEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LeaderboardEntry&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LeaderboardIdentity&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LeaderboardKey&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LeaderboardOutcome&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LeaderboardReader&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LeaderboardWriter&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MessageBoxIcon&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkNotAvailableException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NotificationPosition&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PropertyDictionary&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RacingCameraAngle&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SignedInEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SignedInGamer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SignedInGamerCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SignedOutEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Graphics&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AlphaTestEffect&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BasicEffect&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Blend&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BlendFunction&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BlendState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;BufferUsage&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ClearOptions&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ColorWriteChannels&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;CompareFunction&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ConstantBuffer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;25&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;CubeMapFace&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;CullMode&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DepthFormat&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DepthStencilState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DeviceLostException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DeviceNotResetException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DirectionalLight&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DisplayMode&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DisplayModeCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DualTextureEffect&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DynamicIndexBuffer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;80&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;DynamicVertexBuffer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;80&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Effect&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectAnnotation&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectAnnotationCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectMaterial&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectParameter&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectParameterClass&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectParameterCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectParameterType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectPass&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectPassCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectTechnique&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EffectTechniqueCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;EnvironmentMapEffect&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;FillMode&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GraphicsAdapter&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;50&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GraphicsDevice&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;75&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GraphicsDeviceStatus&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GraphicsProfile&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GraphicsResource&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IEffectFog&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IEffectLights&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IEffectMatrices&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IGraphicsDeviceService&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IVertexType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IndexBuffer&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IndexElementSize&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Model&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ModelBone&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ModelBoneCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, GinieDP, AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ModelEffectCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ModelMesh&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ModelMeshCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ModelMeshPart&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ModelMeshPartCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;GinieDP, Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NoSuitableGraphicsDeviceException&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;OcclusionQuery&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PresentInterval&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PresentationParameters&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PrimitiveType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RasterizerState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RenderTarget2D&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RenderTargetBinding&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RenderTargetCube&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;RenderTargetUsage&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ResourceCreatedEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ResourceDestroyedEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SamplerState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SamplerStateCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SetDataOptions&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SkinnedEffect&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SpriteBatch&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SpriteEffects&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SpriteFont&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann, AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SpriteSortMode&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;StencilOperation&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SurfaceFormat&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Texture&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Texture2D&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;70&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Texture3D&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TextureAddressMode&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TextureCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TextureCube&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TextureFilter&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexBuffer&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexBufferBinding&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexDeclaration&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexElement&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexElementFormat&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexElementUsage&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexPositionColor&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexPositionColorTexture&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexPositionNormalTexture&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VertexPositionTexture&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Viewport&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Graphics.PackedVector&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Alpha8&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Bgr565&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Bgra4444&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Bgra5551&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Byte4&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;HalfSingle&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;HalfVector2&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;HalfVector4&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IPackedVector&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;IPackedVector`1&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NormalizedByte2&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NormalizedByte4&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NormalizedShort2&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NormalizedShort4&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Rg32&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Rgba1010102&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Rgba64&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Short2&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Short4&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Input&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ButtonState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Buttons&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePad&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePadButtons&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePadCapabilities&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePadDPad&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePadDeadZone&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePadState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePadThumbSticks&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePadTriggers&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamePadType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;KeyState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Keyboard&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;KeyboardState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Keys&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Mouse&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MouseState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Input.MotionSensing&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MotionSensingDevice&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MotionSensingDeviceState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MotionSensingDeviceType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:#ad0000"&gt;---&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Input.Touch&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GestureSample&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GestureType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TouchCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TouchLocation&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TouchLocationState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TouchPanel&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;TouchPanelCapabilities&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Media&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Album&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;70&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AlbumCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Artist&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;ArtistCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Genre&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GenreCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MediaLibrary&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MediaPlayer&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MediaQueue&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MediaSource&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MediaSourceType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;MediaState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Picture&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;70&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PictureAlbum&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;50&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PictureAlbumCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PictureCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Playlist&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PlaylistCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Song&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SongCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;InProgress&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Video&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;10&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VideoPlayer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;50&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VideoSoundtrackType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;VisualizationData&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Net&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvailableNetworkSession&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;95&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;AvailableNetworkSessionCollection&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameEndedEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GameStartedEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerJoinedEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GamerLeftEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;HostChangedEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;LocalNetworkGamer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkException&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;95&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkGamer&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkMachine&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkSession&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;0&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkSessionEndReason&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkSessionEndedEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkSessionJoinError&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkSessionJoinException&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;95&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkSessionProperties&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkSessionState&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;NetworkSessionType&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PacketReader&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;PacketWriter&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;QualityOfService&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;SendDataOptions&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;WriteLeaderboardsEventArgs&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;Glatzemann&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;Tested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td style="background-color:silver"&gt;&lt;strong&gt;ANX.Framework.Storage&lt;/strong&gt;&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;%&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Developer&lt;/td&gt;
&lt;td align="center" style="background-color:silver"&gt;Test State&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;StorageContainer&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;StorageDevice&lt;/td&gt;
&lt;td align="center" style="background-color:#a5de94"&gt;100&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;StorageDeviceNotConnectedException&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;95&lt;/td&gt;
&lt;td align="center" style="background-color:white"&gt;AstrorEnales&lt;/td&gt;
&lt;td align="center" style="background-color:#ffff9c"&gt;Untested&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Sun, 18 Nov 2012 19:03:34 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Current Status 20121118070334P</guid></item><item><title>Updated Wiki: HowTo/ConvertXna</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;version=9</link><description>&lt;div class="wikidoc"&gt;For converting an XNA Game to the ANX Framework you can use the ProjectConverter Tool.&lt;br /&gt;You can choose if the Project should be converted directly, so the result is saved in the source directory, or if it should be saved in a different path.&lt;br /&gt;&lt;br /&gt;The tool can be used as a GUI- and a CMD-Variant.&lt;br /&gt;&lt;b&gt;This tool is still in development. If you encounter any errors, please open an Issue for it.&lt;/b&gt;&lt;br /&gt;
&lt;h1&gt;What the tool is doing&lt;/h1&gt;Since the ANX Framework is code compatible with XNA it&amp;#39;s very easy to convert projects between these two.&lt;br /&gt;The tool simply removes the XNA assembly references in the csproj file and replaces them with the corresponding ANX assemblies.&lt;br /&gt;Then the tool iterates through all the code files associated with the csproj file and replaces all XNA usings with the ANX ones.&lt;br /&gt;It can also convert XNA Content Projects to ANX Content Projects.&lt;br /&gt;
&lt;h1&gt;Using the Graphical User Interface&lt;/h1&gt;
If you do not pass any arguments to the application, it will automatically start in GUI mode.&lt;br /&gt;The UI looks like this and should be self explanatory.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Download?ProjectName=ANXFramework&amp;DownloadId=533874" alt="project_converter.PNG" title="project_converter.PNG" /&gt;&lt;br /&gt;
&lt;h1&gt;Using the Command Line Interface&lt;/h1&gt;
When starting the tool via cmd you can choose between different operation modes by passing parameters:&lt;br /&gt;
&lt;h2&gt;1. Converting into the same file:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /anx C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;This command will take the project named &amp;quot;testproject&amp;quot; located at C:\code\ and convert it from XNA to ANX by overwriting the original projectfile.&lt;br /&gt;
&lt;h2&gt;2. Converting into different file:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /anx /O=C:\converted C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;By using this command, you can convert from XNA to ANX, but save the resulting project file into another location. The &amp;quot;/O=&amp;lt;path&amp;gt;&amp;quot;-Switch sets the new location.&lt;br /&gt;
&lt;h2&gt;3. Converting ANX to XNA:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe xna C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;This command allows you to backconvert a project from ANX to XNA, as long as you did not use anything from the ANX Extended namespace.&lt;br /&gt;
&lt;h2&gt;4. Converting XNA Content Projects&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /content2anx /O=U:\tmp\projectconvertertest D:\SampleContent\SampleContent.contentproj&amp;quot;&lt;/i&gt;&lt;br /&gt;Using this command you can convert your existing XNA Content Project to the ANX equivalent.&lt;br /&gt;The &amp;quot;/O=&amp;quot;-Switch sets the new location the content project file will be generated like in 2.&lt;br /&gt;
&lt;h2&gt;5. Converting ANX Content Projects&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /content2xna /O=U:\tmp\ D:\SampleContent\SampleContent.cproj&amp;quot;&lt;/i&gt;&lt;br /&gt;will allow you to convert an ANX Content Project back to a XNA .contentproj file.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>eagleeyestudios</author><pubDate>Sat, 17 Nov 2012 20:57:05 GMT</pubDate><guid isPermaLink="false">Updated Wiki: HowTo/ConvertXna 20121117085705P</guid></item><item><title>Updated Wiki: HowTo/ConvertXna</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;version=8</link><description>&lt;div class="wikidoc"&gt;For converting an XNA Game to the ANX Framework you can use the ProjectConverter Tool.&lt;br /&gt;You can choose if the Project should be converted directly, so the result is saved in the source directory, or if it should be saved in a different path.&lt;br /&gt;&lt;br /&gt;The tool can be used as a GUI- and a CMD-Variant.&lt;br /&gt;&lt;b&gt;This tool is still in development. If you encounter any errors, please open an Issue for it.&lt;/b&gt;&lt;br /&gt;
&lt;h1&gt;What the tool is doing&lt;/h1&gt;Since the ANX Framework is code compatible with XNA it&amp;#39;s very easy to convert projects between these two.&lt;br /&gt;The tool simply removes the XNA assembly references in the csproj file and replaces them with the corresponding ANX assemblies.&lt;br /&gt;Then the tool iterates through all the code files associated with the csproj file and replaces all XNA usings with the ANX ones.&lt;br /&gt;It can also convert XNA Content Projects to ANX Content Projects.&lt;br /&gt;
&lt;h1&gt;Using the Graphical User Interface&lt;/h1&gt;
If you do not pass any arguments to the application, it will automatically start in GUI mode.&lt;br /&gt;The UI looks like this and should be self explanatory.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Download?ProjectName=ANXFramework&amp;DownloadId=533874" alt="project_converter.PNG" title="project_converter.PNG" /&gt;&lt;br /&gt;
&lt;h1&gt;Using the Command Line Tool&lt;/h1&gt;
When starting the tool via cmd you can choose between different operation modes by passing parameters:&lt;br /&gt;
&lt;h2&gt;1. Converting into the same file:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /anx C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;This command will take the project named &amp;quot;testproject&amp;quot; located at C:\code\ and convert it from XNA to ANX by overwriting the original projectfile.&lt;br /&gt;
&lt;h2&gt;2. Converting into different file:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /anx /O=C:\converted C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;By using this command, you can convert from XNA to ANX, but save the resulting project file into another location. The &amp;quot;/O=&amp;lt;path&amp;gt;&amp;quot;-Switch sets the new location.&lt;br /&gt;
&lt;h2&gt;3. Converting ANX to XNA:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe xna C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;This command allows you to backconvert a project from ANX to XNA, as long as you did not use anything from the ANX Extended namespace.&lt;br /&gt;
&lt;h2&gt;4. Converting XNA Content Projects&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /content2anx /O=U:\tmp\projectconvertertest D:\SampleContent\SampleContent.contentproj&amp;quot;&lt;/i&gt;&lt;br /&gt;Using this command you can convert your existing XNA Content Project to the ANX equivalent.&lt;br /&gt;The &amp;quot;/O=&amp;quot;-Switch sets the new location the content project file will be generated like in 2.&lt;br /&gt;
&lt;h2&gt;5. Converting ANX Content Projects&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /content2xna /O=U:\tmp\ D:\SampleContent\SampleContent.cproj&amp;quot;&lt;/i&gt;&lt;br /&gt;will allow you to convert an ANX Content Project back to a XNA .contentproj file.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>eagleeyestudios</author><pubDate>Sat, 17 Nov 2012 20:56:42 GMT</pubDate><guid isPermaLink="false">Updated Wiki: HowTo/ConvertXna 20121117085642P</guid></item><item><title>Updated Wiki: HowTo/ConvertXna</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;version=7</link><description>&lt;div class="wikidoc"&gt;For converting an XNA Game to the ANX Framework you can use the ProjectConverter Tool.&lt;br /&gt;You can choose if the Project should be converted directly, so the result is saved in the source directory, or if it should be saved in a different path.&lt;br /&gt;&lt;br /&gt;The tool can be used as a GUI- and a CMD-Variant.&lt;br /&gt;&lt;b&gt;This tool is still in development. If you encounter any errors, please open an Issue for it.&lt;/b&gt;&lt;br /&gt;
&lt;h1&gt;What the tool is doing&lt;/h1&gt;Since the ANX Framework is code compatible with XNA it&amp;#39;s very easy to convert projects between these two.&lt;br /&gt;The tool simply removes the XNA assembly references in the csproj file and replaces them with the corresponding ANX assemblies.&lt;br /&gt;Then the tool iterates through all the code files associated with the csproj file and replaces all XNA usings with the ANX ones.&lt;br /&gt;It can also convert XNA Content Projects to ANX Content Projects.&lt;br /&gt;
&lt;h1&gt;Using the Command Line Tool&lt;/h1&gt;
When starting the tool via cmd you can choose between different operation modes by passing parameters:&lt;br /&gt;
&lt;h2&gt;1. Converting into the same file:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /anx C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;This command will take the project named &amp;quot;testproject&amp;quot; located at C:\code\ and convert it from XNA to ANX by overwriting the original projectfile.&lt;br /&gt;
&lt;h2&gt;2. Converting into different file:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /anx /O=C:\converted C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;By using this command, you can convert from XNA to ANX, but save the resulting project file into another location. The &amp;quot;/O=&amp;lt;path&amp;gt;&amp;quot;-Switch sets the new location.&lt;br /&gt;
&lt;h2&gt;3. Converting ANX to XNA:&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe xna C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;This command allows you to backconvert a project from ANX to XNA, as long as you did not use anything from the ANX Extended namespace.&lt;br /&gt;
&lt;h2&gt;4. Converting XNA Content Projects&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /content2anx /O=U:\tmp\projectconvertertest D:\SampleContent\SampleContent.contentproj&amp;quot;&lt;/i&gt;&lt;br /&gt;Using this command you can convert your existing XNA Content Project to the ANX equivalent.&lt;br /&gt;The &amp;quot;/O=&amp;quot;-Switch sets the new location the content project file will be generated like in 2.&lt;br /&gt;
&lt;h2&gt;5. Converting ANX Content Projects&lt;/h2&gt;
&lt;i&gt;&amp;quot;ProjectConverter.exe /content2xna /O=U:\tmp\ D:\SampleContent\SampleContent.cproj&amp;quot;&lt;/i&gt;&lt;br /&gt;will allow you to convert an ANX Content Project back to a XNA .contentproj file.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>eagleeyestudios</author><pubDate>Sat, 17 Nov 2012 20:51:22 GMT</pubDate><guid isPermaLink="false">Updated Wiki: HowTo/ConvertXna 20121117085122P</guid></item><item><title>Updated Wiki: SilentWarrior</title><link>http://anxframework.codeplex.com/wikipage?title=SilentWarrior&amp;version=5</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;ANX.Framework team member: Florian Vick&lt;/h1&gt;
&lt;b&gt;Codeplex name (shared company account)&lt;/b&gt;: eagleeyestudios &lt;br /&gt;&lt;b&gt;Forum/Community nicknames&lt;/b&gt;: SilentWarrior&lt;br /&gt;&lt;br /&gt;I&amp;#39;m the developer of the EES Content Compiler which has gained some attention in the XNA Community because it enables you to build XNB files outside Visual Studio.&lt;br /&gt;&lt;br /&gt;Currently I am a student and working on the programming stuff in my spare time (or breaks).&lt;br /&gt;&lt;br /&gt;If you speak German, you can also read some thoughts of mine in my &lt;a href="https://florian-vick.de/"&gt;Blog&lt;/a&gt;.&lt;br /&gt;
&lt;h2&gt;ANX responsibilities&lt;/h2&gt;
I am responsible for the ANX Content Compiler (formerly known as EES Content Compiler), which is now integrated into the ANX.Framework project and therefore licensed under the Ms-PL license. Occasionally I also do some other stuff here and there, mostly Content Pipeline related stuff like Importers or Processors.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>eagleeyestudios</author><pubDate>Sat, 17 Nov 2012 13:12:12 GMT</pubDate><guid isPermaLink="false">Updated Wiki: SilentWarrior 20121117011212P</guid></item><item><title>Updated Wiki: HowTo/ConvertXna</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;version=6</link><description>&lt;div class="wikidoc"&gt;
&lt;p&gt;For converting an XNA Game to the ANX Framework you can use the ProjectConverter Tool.&lt;br&gt;
You can choose if the Project should be converted directly, so the result is saved in the source directory, or if it should be saved in a different path.&lt;br&gt;
&lt;br&gt;
&lt;del&gt;The tool can be used as a GUI- and a CMD-Variant.&lt;/del&gt;&lt;br&gt;
Currently only the CMD variant is available.&lt;br&gt;
&lt;strong&gt;This tool is still in development. If you encounter any errors, please open an
&lt;a href="http://anxframework.codeplex.com/WorkItem/Create" target="_blank"&gt;Issue&lt;/a&gt; for it.&lt;/strong&gt;&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;What the tool is doing&lt;/strong&gt;&lt;br&gt;
Since the ANX Framework is code compatible with XNA it's very easy to convert projects between these two.&lt;br&gt;
The tool simply removes the XNA assembly references in the csproj file and replaces them with the corresponding ANX assemblies.&lt;br&gt;
Then the tool iterates through all the code files associated with the csproj file and replaces all XNA usings with the ANX ones.&lt;br&gt;
It can also convert XNA Content Projects to ANX Content Projects.&lt;/p&gt;
&lt;h1&gt;&lt;strong&gt;Using the Command Line Tool&lt;/strong&gt;&lt;/h1&gt;
&lt;p&gt;When starting the tool via cmd you can choose between different operation modes by passing parameters:&lt;/p&gt;
&lt;h2&gt;1. Converting into the same file:&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;&amp;quot;ProjectConverter.exe /anx C:\code\testproject.csproj&amp;quot;&lt;/em&gt;&lt;br&gt;
This command will take the project named &amp;quot;testproject&amp;quot; located at C:\code\ and convert it from XNA to ANX by overwriting the original projectfile.&lt;/p&gt;
&lt;h2&gt;2. Converting into different file:&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;&amp;quot;ProjectConverter.exe /anx /O=C:\converted C:\code\testproject.csproj&amp;quot;&lt;/em&gt;&lt;br&gt;
By using this command, you can convert from XNA to ANX, but save the resulting project file into another location. The &amp;quot;/O=&amp;lt;path&amp;gt;&amp;quot;-Switch sets the new location.&lt;/p&gt;
&lt;h2&gt;3. Converting ANX to XNA:&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;&amp;quot;ProjectConverter.exe xna C:\code\testproject.csproj&amp;quot;&lt;/em&gt;&lt;br&gt;
This command allows you to backconvert a project from ANX to XNA, as long as you did not use anything from the ANX Extended namespace.&lt;/p&gt;
&lt;h2&gt;4. Converting XNA Content Projects&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;&amp;quot;ProjectConverter.exe /content2anx /O=U:\tmp\project&lt;/em&gt;converter&lt;em&gt;test D:\SampleContent\SampleContent.contentproj&amp;quot;&lt;/em&gt;&lt;br&gt;
Using this command you can convert your existing XNA Content Project to the ANX equivalent.&lt;br&gt;
The &amp;quot;/O=&amp;quot;-Switch sets the new location the content project file will be generated like in 2.&lt;/p&gt;
&lt;h2&gt;5. Converting ANX Content Projects&lt;/h2&gt;
&lt;p&gt;&lt;em&gt;&amp;quot;ProjectConverter.exe /content2xna /O=U:\tmp\ D:\SampleContent\SampleContent.cproj&amp;quot;&lt;/em&gt;&lt;br&gt;
will allow you to convert an ANX Content Project back to a XNA .contentproj file.&lt;/p&gt;
&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>eagleeyestudios</author><pubDate>Sat, 17 Nov 2012 12:59:53 GMT</pubDate><guid isPermaLink="false">Updated Wiki: HowTo/ConvertXna 20121117125953P</guid></item><item><title>Updated Wiki: HowTo/ConvertXna</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;version=5</link><description>&lt;div class="wikidoc"&gt;For converting an XNA Game to the ANX Framework you can use the ProjectConverter Tool.&lt;br /&gt;You can choose if the Project should be converted directly, so the result is saved in the source directory, or if it should be saved in a different path.&lt;br /&gt;&lt;br /&gt;&lt;del&gt;The tool can be used as a GUI- and a CMD-Variant.&lt;/del&gt;&lt;br /&gt;Currently only the CMD variant is available.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;What the tool is doing&lt;/b&gt;&lt;br /&gt;Since the ANX Framework is code compatible with XNA it&amp;#39;s very easy to convert projects between these two.&lt;br /&gt;The tool simply removes the XNA assembly references in the csproj file and replaces them with the corresponding ANX assemblies.&lt;br /&gt;Then the tool iterates through all the code files associated with the csproj file and replaces all XNA usings with the ANX ones.&lt;br /&gt;It can also convert XNA Content Projects to ANX Content Projects.&lt;br /&gt;
&lt;h1&gt;&lt;b&gt;Using the Command Line Tool&lt;/b&gt;&lt;/h1&gt;
When starting the tool via cmd you can choose between different operation modes by passing parameters:&lt;br /&gt;
&lt;h2&gt;1. Converting into the same file:&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe /anx C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt; This command will take the project named &amp;quot;testproject&amp;quot; located at C:\code\ and convert it from XNA to ANX by overwriting the original projectfile.&lt;br /&gt; 
&lt;h2&gt;2. Converting into different file:&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe /anx /O=C:\converted C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;By using this command, you can convert from XNA to ANX, but save the resulting project file into another location. The &amp;quot;/O=&amp;lt;path&amp;gt;&amp;quot;-Switch sets the new location.&lt;br /&gt; 
&lt;h2&gt;3. Converting ANX to XNA:&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe xna C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;This command allows you to backconvert a project from ANX to XNA, as long as you did not use anything from the ANX Extended namespace.&lt;br /&gt;
&lt;h2&gt;4. Converting XNA Content Projects&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe /content2anx /O=U:\tmp\project&lt;/i&gt;converter&lt;i&gt;test D:\SampleContent\SampleContent.contentproj&amp;quot;&lt;/i&gt;&lt;br /&gt;Using this command you can convert your existing XNA Content Project to the ANX equivalent.&lt;br /&gt;The &amp;quot;/O=&amp;quot;-Switch sets the new location the content project file will be generated like in 2.&lt;br /&gt;
&lt;h2&gt;5. Converting ANX Content Projects&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe /content2xna /O=U:\tmp\ D:\SampleContent\SampleContent.cproj&amp;quot;&lt;/i&gt;&lt;br /&gt;will allow you to convert an ANX Content Project back to a XNA .contentproj file.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>eagleeyestudios</author><pubDate>Sat, 17 Nov 2012 12:55:17 GMT</pubDate><guid isPermaLink="false">Updated Wiki: HowTo/ConvertXna 20121117125517P</guid></item><item><title>Updated Wiki: HowTo/ConvertXna</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;version=4</link><description>&lt;div class="wikidoc"&gt;For converting an XNA Game to the ANX Framework you can use the ProjectConverter Tool.&lt;br /&gt;You can choose if the Project should be converted directly, so the result is saved in the source directory, or if it should be saved in a different path.&lt;br /&gt;&lt;br /&gt;&lt;del&gt;The tool can be used as a GUI- and a CMD-Variant.&lt;/del&gt;&lt;br /&gt;Currently only the CMD variant is available.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;What the tool is doing&lt;/b&gt;&lt;br /&gt;Since the ANX Framework is code compatible with XNA it&amp;#39;s very easy to convert projects between these two.&lt;br /&gt;The tool simply removes the XNA assembly references in the csproj file and replaces them with the corresponding ANX assemblies.&lt;br /&gt;Then the tool iterates through all the code files associated with the csproj file and replaces all XNA usings with the ANX ones.&lt;br /&gt;It can also convert XNA Content Projects to ANX Content Projects.&lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Download?ProjectName=ANXFramework&amp;DownloadId=331106" alt="x2a_01.png" title="x2a_01.png" /&gt;&lt;br /&gt;
&lt;h1&gt;&lt;b&gt;Using the Command Line Tool&lt;/b&gt;&lt;/h1&gt;
When starting the tool via cmd you can choose between different operation modes by passing parameters:&lt;br /&gt;
&lt;h2&gt;1. Converting into the same file:&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe /anx C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt; This command will take the project named &amp;quot;testproject&amp;quot; located at C:\code\ and convert it from XNA to ANX by overwriting the original projectfile.&lt;br /&gt; 
&lt;h2&gt;2. Converting into different file:&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe /anx /O=C:\converted C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;By using this command, you can convert from XNA to ANX, but save the resulting project file into another location. The &amp;quot;/O=&amp;lt;path&amp;gt;&amp;quot;-Switch sets the new location.&lt;br /&gt; 
&lt;h2&gt;3. Converting ANX to XNA:&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe xna C:\code\testproject.csproj&amp;quot;&lt;/i&gt;&lt;br /&gt;This command allows you to backconvert a project from ANX to XNA, as long as you did not use anything from the ANX Extended namespace.&lt;br /&gt;
&lt;h2&gt;4. Converting XNA Content Projects&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe /content2anx /O=U:\tmp\project&lt;/i&gt;converter&lt;i&gt;test D:\SampleContent\SampleContent.contentproj&amp;quot;&lt;/i&gt;&lt;br /&gt;Using this command you can convert your existing XNA Content Project to the ANX equivalent.&lt;br /&gt;The &amp;quot;/O=&amp;quot;-Switch sets the new location the content project file will be generated like in 2.&lt;br /&gt;
&lt;h2&gt;5. Converting ANX Content Projects&lt;/h2&gt;&lt;i&gt;&amp;quot;ProjectConverter.exe /content2xna /O=U:\tmp\ D:\SampleContent\SampleContent.cproj&amp;quot;&lt;/i&gt;&lt;br /&gt;will allow you to convert an ANX Content Project back to a XNA .contentproj file.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>eagleeyestudios</author><pubDate>Sat, 17 Nov 2012 12:54:11 GMT</pubDate><guid isPermaLink="false">Updated Wiki: HowTo/ConvertXna 20121117125411P</guid></item><item><title>Updated Wiki: Build file</title><link>http://anxframework.codeplex.com/wikipage?title=Build file&amp;version=13</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;How to build the source version of the ANX.Framework&lt;/h1&gt;
Building using the build files is the recommended way to create a binary version of the ANX.Framework. We tried to make it as easy as possible to build all source files for different platforms and with different configurations using the NAnt build system.&lt;br /&gt;&lt;br /&gt;The starting point to build ANX is the &lt;i&gt;MakeAnxFramework.cmd&lt;/i&gt; command in the &lt;i&gt;build&lt;/i&gt; folder. If you start this batch file (currently windows only) everything is compiled with a default configuration.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Don&amp;#39;t use a relative path to start &lt;i&gt;MakeAnxFramework.cmd&lt;/i&gt;. Change the current working dir to the build folder. If you don&amp;#39;t do that you will get strange error Messages.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Prerequisites&lt;/h2&gt;
Visual Studio 2010 or Visual Studio 2012 (Express or greater) supporting C#&lt;br /&gt;&lt;br /&gt;To fully build the ANX.Framework from source you have to install the &lt;b&gt;DirectX SDK (June 2010)&lt;/b&gt; because the HLSL compilers are needed to generate the stock shaders.&lt;br /&gt;&lt;br /&gt;If you want to create the msi installer packages for the windows operating system you need to install &lt;b&gt;WIX v3.6&lt;/b&gt;. You can download a installer on their codeplex site: &lt;a href="http://wix.codeplex.com/releases/view/93929"&gt;http://wix.codeplex.com/releases/view/93929&lt;/a&gt;&lt;br /&gt;
&lt;h2&gt;Command line arguments&lt;/h2&gt;You can influence the building process by passing command line arguments to &lt;i&gt;MakeAnxFramework&lt;/i&gt;. These switches are currently available:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;project.anx.extended&lt;/b&gt;&lt;br /&gt;If you set this value to true the ANX.Framework is compiled as extended version. This &lt;b&gt;breaks&lt;/b&gt; XNA compatibility but you have a extended feature set. The Kinect RenderSystem and MotionSensingDevice support is compiled only with this switch set e.g.&lt;br /&gt;&lt;br /&gt;You have to set the switches using this syntax: -D:&amp;quot;project.anx.extended=true&amp;quot;&lt;br /&gt;
&lt;h2&gt;Build Targets&lt;/h2&gt;You can use the name of a build target to build only this target. These are the targets available:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;b&gt;clean&lt;/b&gt; - cleans up the project folders and deletes all build artifacts.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;build&lt;/b&gt; - This is the &lt;i&gt;default&lt;/i&gt;. It builds all targets that are necessary for creating the ANX.Framework binaries. For the complete list of targets called see the build file.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;windows&lt;/b&gt; - Setups the build environment for the default windows build. Must be called before the build target.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;linux&lt;/b&gt; - Setups the build environment for the linux build. Must be called before the build target.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;psvita&lt;/b&gt; - Setups the build environment for the PS Vita build. Must be called before the build target.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;metro&lt;/b&gt; - Setups the build environment for the Windows 8/Metro build. Must be called before the build target.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;anx&lt;/b&gt; - Builds the ANX.Framework.dll assembly only.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;rendersystem&lt;/b&gt; - Builds all available RenderSystems supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;inputsystem&lt;/b&gt; - Builds all available InputSystems and Assemblies containing InputDevices supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;soundsystem&lt;/b&gt; - Builds all available SoundSystems supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;platformsystem&lt;/b&gt; - Builds all available PlatformSystems supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;mediasystem&lt;/b&gt; - Builds all available MediaSystems supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;content_pipeline&lt;/b&gt; - Builds the ANX custom extensions for the content pipeline (e.g. the AnxEffectProcessor)&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;tools&lt;/b&gt; - Builds custom tools used by ANX. This is the StockShaderCodeGenerator e.g. which is responsible for compiling all the shaders needed by the ANX.Framework.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;build_stock_shaders&lt;/b&gt; - Builds the StockShaderCodeGenerator and after that it generates all the shaders.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;generate_stock_shaders&lt;/b&gt; - Generate StockShaders without rebuilding the tools.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;create_packages&lt;/b&gt; - Creates the binary distribution packages of the ANX.Framework. Currently this is a ZIP-File and a MSI-Installer.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;create_zip_packages&lt;/b&gt; - Creates ZIP-Packages of the ANX.Framework.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;create_msi_packages&lt;/b&gt; - Creates a MSI-Installer for the ANX.Framework.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;generate_project_files&lt;/b&gt; - converts the default project files to be able to compiled for the specified target platform.&lt;/li&gt;&lt;/ul&gt;
&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Thu, 15 Nov 2012 16:20:34 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Build file 20121115042034P</guid></item><item><title>Updated Wiki: team page</title><link>http://anxframework.codeplex.com/wikipage?title=team page&amp;version=9</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;ANX.Framework team members&lt;/h1&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=AstrorEnales&amp;referringTitle=team%20page"&gt;AstrorEnales&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=floAr&amp;referringTitle=team%20page"&gt;floAr&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=GinieDp&amp;referringTitle=team%20page"&gt;GinieDp&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=Glatzemann&amp;referringTitle=team%20page"&gt;Glatzemann&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=JanusReith&amp;referringTitle=team%20page"&gt;JanusReith&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=rene87&amp;referringTitle=team%20page"&gt;rene87&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=XMR1&amp;referringTitle=team%20page"&gt;XMR1&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=SilentWarrior&amp;referringTitle=team%20page"&gt;SilentWarrior&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Retired team members&lt;/h2&gt;
&lt;ul&gt;&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=simsmaster&amp;referringTitle=team%20page"&gt;simsmaster&lt;/a&gt; has created most of the storage system and handling of ANX and created the great Recording input system. He had to left the team because he goes to university now and has not very much spare time.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;a href="http://anxframework.codeplex.com/wikipage?title=xToast&amp;referringTitle=team%20page"&gt;xToast&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;Truhgoy&lt;/li&gt;&lt;/ul&gt;
He has worked on the structures and unit tests in the beginning of ANX. Unfortunately nobody knows why he left the team.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;MichaelH55&lt;/li&gt;&lt;/ul&gt;
He made the first drafts for the ANX logo and some of the samples at the beginning of the ANX project.&lt;br /&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Wed, 31 Oct 2012 15:09:34 GMT</pubDate><guid isPermaLink="false">Updated Wiki: team page 20121031030934P</guid></item><item><title>Updated Wiki: SilentWarrior</title><link>http://anxframework.codeplex.com/wikipage?title=SilentWarrior&amp;version=4</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;ANX.Framework team member: Florian Vick&lt;/h1&gt;
&lt;b&gt;Codeplex name (shared company account)&lt;/b&gt;: eagleeyestudios &lt;br /&gt;&lt;b&gt;Forum/Community nicknames&lt;/b&gt;: SilentWarrior&lt;br /&gt;&lt;br /&gt;I&amp;#39;m the developer of the EES Content Compiler which has gained some attention in the XNA Community because it enables you to build XNB files outside Visual Studio.&lt;br /&gt;&lt;br /&gt;Currently I am a student and working on the programming stuff in my spare time (or breaks).&lt;br /&gt;&lt;br /&gt;If you speak German, you can also read some thoughts of mine in my &lt;a href="https://florian-vick.de/"&gt;Blog&lt;/a&gt;.&lt;br /&gt;
&lt;h2&gt;ANX responsibilities&lt;/h2&gt;
I am responsible for the ANX Content Compiler (formerly known as EES Content Compiler), which is now integrated into the ANX.Framework project and therefore licensed under the Ms-PL license. Occasionally I also do some other stuff here and there, mostly Content Pipeline related stuff.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>eagleeyestudios</author><pubDate>Wed, 31 Oct 2012 12:18:50 GMT</pubDate><guid isPermaLink="false">Updated Wiki: SilentWarrior 20121031121850P</guid></item><item><title>Updated Wiki: Build file</title><link>http://anxframework.codeplex.com/wikipage?title=Build file&amp;version=12</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;How to build the source version of the ANX.Framework&lt;/h1&gt;
Building using the build files is the recommended way to create a binary version of the ANX.Framework. We tried to make it as easy as possible to build all source files for different platforms and with different configurations using the NAnt build system.&lt;br /&gt;&lt;br /&gt;The starting point to build ANX is the &lt;i&gt;MakeAnxFramework.cmd&lt;/i&gt; command in the &lt;i&gt;build&lt;/i&gt; folder. If you start this batch file (currently windows only) everything is compiled with a default configuration.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Don&amp;#39;t use a relative path to start &lt;i&gt;MakeAnxFramework.cmd&lt;/i&gt;. Change the current working dir to the build folder. If you don&amp;#39;t do that you will get strange error Messages.&lt;/b&gt;&lt;br /&gt;
&lt;h2&gt;Prerequisites&lt;/h2&gt;
Visual Studio 2010 or Visual Studio 2012 (Express or greater) supporting C#&lt;br /&gt;&lt;br /&gt;To fully build the ANX.Framework from source you have to install the &lt;b&gt;DirectX SDK (June 2010)&lt;/b&gt; because the HLSL compilers are needed to generate the stock shaders.&lt;br /&gt;&lt;br /&gt;If you want to create the msi installer packages for the windows operating system you need to install &lt;b&gt;WIX v3.6RC&lt;/b&gt;. You can download a installer on their codeplex site: &lt;a href="http://wix.codeplex.com/releases/view/88566"&gt;http://wix.codeplex.com/releases/view/88566&lt;/a&gt;&lt;br /&gt;
&lt;h2&gt;Command line arguments&lt;/h2&gt;You can influence the building process by passing command line arguments to &lt;i&gt;MakeAnxFramework&lt;/i&gt;. These switches are currently available:&lt;br /&gt;&lt;br /&gt;&lt;b&gt;project.anx.extended&lt;/b&gt;&lt;br /&gt;If you set this value to true the ANX.Framework is compiled as extended version. This &lt;b&gt;breaks&lt;/b&gt; XNA compatibility but you have a extended feature set. The Kinect RenderSystem and MotionSensingDevice support is compiled only with this switch set e.g.&lt;br /&gt;&lt;br /&gt;You have to set the switches using this syntax: -D:&amp;quot;project.anx.extended=true&amp;quot;&lt;br /&gt;
&lt;h2&gt;Build Targets&lt;/h2&gt;You can use the name of a build target to build only this target. These are the targets available:&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;&lt;b&gt;clean&lt;/b&gt; - cleans up the project folders and deletes all build artifacts.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;build&lt;/b&gt; - This is the &lt;i&gt;default&lt;/i&gt;. It builds all targets that are necessary for creating the ANX.Framework binaries. For the complete list of targets called see the build file.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;windows&lt;/b&gt; - Setups the build environment for the default windows build. Must be called before the build target.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;linux&lt;/b&gt; - Setups the build environment for the linux build. Must be called before the build target.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;psvita&lt;/b&gt; - Setups the build environment for the PS Vita build. Must be called before the build target.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;metro&lt;/b&gt; - Setups the build environment for the Windows 8/Metro build. Must be called before the build target.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;anx&lt;/b&gt; - Builds the ANX.Framework.dll assembly only.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;rendersystem&lt;/b&gt; - Builds all available RenderSystems supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;inputsystem&lt;/b&gt; - Builds all available InputSystems and Assemblies containing InputDevices supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;soundsystem&lt;/b&gt; - Builds all available SoundSystems supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;platformsystem&lt;/b&gt; - Builds all available PlatformSystems supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;mediasystem&lt;/b&gt; - Builds all available MediaSystems supported by the platform you are building for.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;content_pipeline&lt;/b&gt; - Builds the ANX custom extensions for the content pipeline (e.g. the AnxEffectProcessor)&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;tools&lt;/b&gt; - Builds custom tools used by ANX. This is the StockShaderCodeGenerator e.g. which is responsible for compiling all the shaders needed by the ANX.Framework.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;build_stock_shaders&lt;/b&gt; - Builds the StockShaderCodeGenerator and after that it generates all the shaders.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;generate_stock_shaders&lt;/b&gt; - Generate StockShaders without rebuilding the tools.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;create_packages&lt;/b&gt; - Creates the binary distribution packages of the ANX.Framework. Currently this is a ZIP-File and a MSI-Installer.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;create_zip_packages&lt;/b&gt; - Creates ZIP-Packages of the ANX.Framework.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;create_msi_packages&lt;/b&gt; - Creates a MSI-Installer for the ANX.Framework.&lt;/li&gt;&lt;/ul&gt;

&lt;ul&gt;&lt;li&gt;&lt;b&gt;generate_project_files&lt;/b&gt; - converts the default project files to be able to compiled for the specified target platform.&lt;/li&gt;&lt;/ul&gt;
&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Fri, 19 Oct 2012 11:10:05 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Build file 20121019111005A</guid></item><item><title>New Comment on "HowTo/ConvertXna"</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;ANCHOR#C25204</link><description>Still doesn&amp;#39;t exist in the project file 9 months later - I&amp;#39;d also like to know where this tool is...</description><author>Reelix</author><pubDate>Sun, 07 Oct 2012 13:35:01 GMT</pubDate><guid isPermaLink="false">New Comment on "HowTo/ConvertXna" 20121007013501P</guid></item><item><title>New Comment on "HowTo/ConvertXna"</title><link>http://anxframework.codeplex.com/wikipage?title=HowTo/ConvertXna&amp;ANCHOR#C25139</link><description>Does this work with VB.net projects&amp;#63;</description><author>vibbix</author><pubDate>Mon, 01 Oct 2012 20:46:06 GMT</pubDate><guid isPermaLink="false">New Comment on "HowTo/ConvertXna" 20121001084606P</guid></item><item><title>Updated Wiki: Home</title><link>http://anxframework.codeplex.com/wikipage?version=26</link><description>&lt;div class="wikidoc"&gt;&lt;h1&gt;Work in progress&lt;/h1&gt;
This software is alpha software and work in progress. We started in September 2011 and many things are still to do and unfinished. This software is not usable in a production environment and not all features are finished.&lt;br /&gt;&lt;br /&gt;The first goal is to create a 1.0 version which has the same features as XNA and which behaves the same way. &lt;br /&gt;&lt;br /&gt;&lt;img src="http://i3.codeplex.com/Download?ProjectName=ANXFramework&amp;DownloadId=304846" alt="ANX.Framework.Logo_459x121.png" title="ANX.Framework.Logo_459x121.png" /&gt;
&lt;h1&gt;Project Summary&lt;/h1&gt;The ANX.Framework is a platform independent game framework which is compatible with Microsofts XNA Framework.&lt;br /&gt;&lt;br /&gt;BTW: ANX is the acronym for &amp;#39;&lt;b&gt;A&lt;/b&gt;NX&amp;#39;s &lt;b&gt;n&lt;/b&gt;ot &lt;b&gt;X&lt;/b&gt;NA&amp;#39; and XNA is the acronym for &amp;#39;&lt;b&gt;X&lt;/b&gt;NA&amp;#39;s &lt;b&gt;n&lt;/b&gt;ot &lt;b&gt;a&lt;/b&gt;cronymed&amp;#39; ;-)&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt; BREAKING NEWS &lt;/i&gt;&lt;/b&gt;&lt;br /&gt;Today the first ANX game was approved for the &lt;b&gt;Windows 8 store&lt;/b&gt;: Whac-A-Hamster by our team member rene87. You can download it here: &lt;a href="http://apps.microsoft.com/webpdp/de-DE/app/whac-a-hamster/659d78c8-2eb4-4fe7-8560-d56c849f5827"&gt;http://apps.microsoft.com/webpdp/de-DE/app/whac-a-hamster/659d78c8-2eb4-4fe7-8560-d56c849f5827&lt;/a&gt;. This is no AAA game and it has a easy concept but it is a great proof-of-concept for our work. It proofes that you are able to create Win8 ModernUI games with ANX.&lt;br /&gt;
&lt;h2&gt;What is the purpose of the ANX.Framework?&lt;/h2&gt;The ANX.Framework is a framework which is source compatible with Microsoft&amp;#39;s XNA framework &lt;b&gt;4.0&lt;/b&gt;. Source compatibility means, that you can &amp;quot;translate&amp;quot; a XNA game project to be a ANX game project by simply replacing all namespaces from &lt;i&gt;Microsoft.XNA.Framework&lt;/i&gt; to &lt;i&gt;ANX.Framework&lt;/i&gt;. The advantage of ANX is simply that you are able to swap the RenderSystem, the InputSystem and the AudioSystem. By swapping this systems you are no more limited to run your game using DirectX9 which XNA is using. ANX comes with a DirectX10 RenderSystem as a default. A DirectX 11, DirectX 11.1 and a OpenGL 3 RenderSystem is currently in development. This will make it possible to run your games on Linux and other plattforms which are supported by OpenGL etc. simply by swapping the namespaces.&lt;br /&gt;&lt;br /&gt;After finishing the work on the core functions of porting the XNA framework over to ANX we will concentrate on finishing more RenderSystems, InputSystems and AudioSystems. &lt;br /&gt;&lt;br /&gt;Another important point of the ANX.Framework is the fact, that the DirectX10 RenderSystem (and the DX11 and 11.1 RenderSystems too) are based on the awesome &lt;a href="http://code.google.com/p/sharpdx/"&gt;SharpDX&lt;/a&gt; project which is known as the fastest managed DirectX wrapper existing.&lt;br /&gt;
&lt;h2&gt;Current State of the project.&lt;/h2&gt;The current state is that we reached the goal of having the same signature as XNA (The way you can call all classes from your project) and we also got a first rendering sample to run on Ubuntu. This doesn&amp;#39;t mean we have all of the features implemented yet! However we&amp;#39;re making great progress and are working hard on implementing all the features XNA does. The RenderSystems are becoming more stable all the time and also the InputSystem is progressing. The next big task will be the AudioSystems.&lt;br /&gt;&lt;br /&gt;These are some things that already work (this is not supposed to be a complete feature list):&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;SpriteBatch&lt;/li&gt;
&lt;li&gt;VertexBuffers&lt;/li&gt;
&lt;li&gt;IndexBuffers&lt;/li&gt;
&lt;li&gt;VertexDeclaration&lt;/li&gt;
&lt;li&gt;RenderTargets (MultiRenderTargets are missing)&lt;/li&gt;
&lt;li&gt;Depth/Stencil Buffers&lt;/li&gt;
&lt;li&gt;Effects&lt;/li&gt;
&lt;li&gt;ContentPipeline reading of original XNB-Files&lt;/li&gt;
&lt;li&gt;Draw*Primitives&lt;/li&gt;
&lt;li&gt;Vector2, Vector3, Vector4, Matrix, Quaternion, Rectangle, BoundingBox, BoundingSphere&lt;/li&gt;
&lt;li&gt;BlendState&lt;/li&gt;
&lt;li&gt;RasterizerState&lt;/li&gt;
&lt;li&gt;SamplerState&lt;/li&gt;
&lt;li&gt;DepthStencilState&lt;/li&gt;
&lt;li&gt;Basic OpenGL-Rendering on Ubuntu 11.10&lt;/li&gt;
&lt;li&gt;DirectX 10 and 11 rendering&lt;/li&gt;&lt;/ul&gt;

&lt;h2&gt;Is this &amp;quot;yet another game engine&amp;quot;?&lt;/h2&gt;No, ANX is not another game engine but it is perfectly suited as basis of your game engine. ANX is a graphics, input and sound framework. It gives you a nice and easy to learn interface to the beasts that handles all the graphics stuff like DirectX and OpenGL. ANX will make it easy for you to dive into game development but you have to code. It is low level but it hasn&amp;#39;t a steep learning curve like DirectX and OpenGL.&lt;br /&gt;
&lt;h2&gt;You have questions?&lt;/h2&gt;There is no such thing as a stupid question! Feel free to ask whatever you wan&amp;#39;t about the project, either in the &lt;a href="http://anxframework.codeplex.com/discussions"&gt;Discussion Tab&lt;/a&gt; or in our Forum: &lt;a href="http://www.indiedev.de/forum/viewforum.php?f=39"&gt;ANX on indiedev&lt;/a&gt;.&lt;br /&gt;
&lt;h2&gt;Who are the guys behind ANX?`&lt;/h2&gt;We have created a dedicated &lt;a href="http://anxframework.codeplex.com/wikipage?title=team%20page&amp;referringTitle=Home"&gt;team page&lt;/a&gt; to introduce the guys behind the ANX.Framework. On the member pages you will find information about every team member.&lt;br /&gt;&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>Glatzemann</author><pubDate>Fri, 28 Sep 2012 07:20:53 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120928072053A</guid></item></channel></rss>