Interface | Description |
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IEffectFog | |
IEffectLights |
Gets or sets lighting parameters for the current effect.
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IEffectMatrices |
Gets or sets transformation matrix parameters for the current effect.
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IGraphicsDeviceService |
Defines a mechanism for retrieving GraphicsDevice objects.
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IVertexType |
Vertex type interface which is implemented by a custom vertex type structure.
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Class | Description |
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BlendState |
Contains blend state for the device.
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DepthStencilState |
Contains depth-stencil state for the device.
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DirectionalLight |
Represents a DirectionalLight object.
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DisplayMode |
Describes the display mode.
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DisplayModeCollection |
Manipulates a collection of DisplayMode structures.
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DualTextureEffect |
Contains a configurable effect that supports two-layer multitexturing.
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DynamicIndexBuffer | |
DynamicVertexBuffer | |
Effect |
Used to set and query effects, and to choose techniques.
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EffectAnnotation |
Represents an annotation to an EffectParameter.
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EffectAnnotationCollection |
Manipulates a collection of EffectAnnotation objects.
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EffectMaterial |
Contains an effect subclass which is used to load data for an EffectMaterialContent type.
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EffectParameter |
Represents an Effect parameter.
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EffectParameterCollection |
Manipulates a collection of EffectParameter objects.
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EffectPass |
Contains rendering state for drawing with an effect; an effect can contain one or more passes.
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EffectPassCollection |
Manipulates a collection of EffectPass objects.
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EffectTechnique |
Represents an effect technique.
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EffectTechniqueCollection |
Manipulates a collection of EffectTechnique objects.
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GraphicsAdapter |
Provides methods to retrieve and manipulate graphics adapters.
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GraphicsDevice |
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.
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GraphicsResource |
Queries and prepares resources.
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IndexBuffer |
Describes the rendering order of the vertices in a vertex buffer.
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Model |
Represents a 3D model composed of multiple ModelMesh objects which may be moved independently.
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ModelBone |
Represents bone data for a model.
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ModelBoneCollection |
Represents a set of bones associated with a model.
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ModelEffectCollection |
Represents a collection of effects associated with a model.
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ModelMesh |
Represents a mesh that is part of a Model.
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ModelMeshCollection |
Represents a collection of ModelMesh objects.
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ModelMeshPart |
Represents a batch of geometry information to submit to the graphics device during rendering.
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ModelMeshPartCollection | |
PresentationParameters | |
RasterizerState |
Contains Rasterizer State, which determines how to convert vector data (shapes) into raster data (pixels).
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RenderTarget2D |
Contains a 2D texture that can be used as a render target.
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RenderTargetBinding |
Binds an array of render targets.
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RenderTargetCube |
Represents a cubic texture resource that will be written to at the end of a render pass.
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ResourceCreatedEventArgs |
Contains event data.
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ResourceDestroyedEventArgs |
Contains event data.
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SamplerState |
Contains sampler state, which determines how to sample texture data.
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SpriteBatch |
Enables a group of Sprites to be drawn using the same settings.
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SpriteFont | |
Texture |
Represents a texture resource
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Texture2D |
Represents a 2D grid of texels.
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Texture3D |
Represents a 3D volume of texels.
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TextureCollection |
Represents a collection of Texture objects.
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TextureCube |
Represents a set of six 2D textures, one for each face of a cube.
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VertexBuffer |
Represents a list of 3D vertices to be streamed to the graphics device.
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VertexBufferBinding |
Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device.
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VertexDeclaration |
A vertex declaration, which defines per-vertex data.
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VertexElement |
Defines input vertex data to the pipeline.
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VertexPositionColor |
Describes a custom vertex format structure that contains position and color information.
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VertexPositionColorTexture |
Describes a custom vertex format structure that contains position, color, and one set of texture coordinates.
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VertexPositionNormalTexture |
Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates.
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VertexPositionTexture |
Describes a custom vertex format structure that contains position and one set of texture coordinates.
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Viewport |
Defines the window dimensions of a render-target surface onto which a 3D volume projects.
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Enum | Description |
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Blend |
Defines color blending factors.
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BlendFunction |
Defines how to combine a source color with the destination color already on the render target for color blending.
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BufferUsage |
Specifies special usage of the buffer contents.
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ClearOptions | |
ColorWriteChannels |
Defines the color channels that can be chosen for a per-channel write to a render target color buffer.
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CompareFunction |
Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests.
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CubeMapFace |
Defines the faces of a cube map in the TextureCube class type.
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CullMode |
Defines winding orders that may be used to identify back faces for culling.
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DepthFormat |
Defines the format of data in a depth-stencil buffer.
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DeviceType | |
EffectParameterClass |
Defines classes that can be used for effect parameters or shader constants.
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EffectParameterType |
Defines types that can be used for effect parameters or shader constants.
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FillMode |
Describes options for filling the vertices and lines that define a primitive.
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GraphicsDeviceStatus |
Describes the status of the device.
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GraphicsProfile |
Identifies the set of supported devices for the game based on device capabilities.
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IndexElementSize |
Defines the size of an element of an index buffer.
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PresentInterval |
Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.
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PrimitiveType |
Defines how vertex data is ordered.
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RenderTargetUsage |
Determines how render target data is used once a new render target is set.
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SaveStateMode | |
SetDataOptions |
Describes whether existing vertex or index buffer data will be overwritten or discarded during a SetData operation.
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ShaderProfile | |
SpriteEffects |
Defines sprite mirroring options.
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SpriteSortMode |
Defines sprite sort-rendering options.
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StencilOperation |
Defines stencil buffer operations.
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SurfaceFormat |
Defines various types of surface formats.
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TextureAddressMode |
Defines modes for addressing texels using texture coordinates that are outside of the typical range of 0.0 to 1.0.
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TextureFilter |
Defines filtering types during texture sampling.
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VertexElementFormat |
Defines vertex element formats.
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VertexElementUsage |
Defines usage for vertex elements.
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Exception | Description |
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DeviceLostException |
The exception that is thrown when the device has been lost, but cannot be reset at this time.
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DeviceNotResetException |
The exception that is thrown when the device has been lost, but can be reset at this time.
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NoSuitableGraphicsDeviceException |
Thrown when no available graphics device fits the given device preferences.
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