Package | Description |
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Microsoft.Xna.Framework.GamerServices | |
Microsoft.Xna.Framework.Graphics |
Class and Description |
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Texture2D
Represents a 2D grid of texels.
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Class and 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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BlendState
Contains blend state for the device.
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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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DepthStencilState
Contains depth-stencil state for the device.
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DeviceType |
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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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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EffectParameter
Represents an Effect parameter.
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EffectParameterClass
Defines classes that can be used for effect parameters or shader constants.
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EffectParameterCollection
Manipulates a collection of EffectParameter objects.
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EffectParameterType
Defines types that can be used for effect parameters or shader constants.
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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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FillMode
Describes options for filling the vertices and lines that define a primitive.
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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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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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GraphicsResource
Queries and prepares resources.
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IEffectFog |
IEffectMatrices
Gets or sets transformation matrix parameters for the current effect.
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IndexBuffer
Describes the rendering order of the vertices in a vertex buffer.
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IndexElementSize
Defines the size of an element of an index buffer.
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IVertexType
Vertex type interface which is implemented by a custom vertex type structure.
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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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ModelEffectCollection.Enumerator |
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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ModelMeshCollection.ModelMeshCollectionIterator
Provides the ability to iterate through the bones in an ModelMeshCollection.
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ModelMeshPart
Represents a batch of geometry information to submit to the graphics device during rendering.
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ModelMeshPartCollection |
ModelMeshPartCollection.ModelMeshPartCollectionIterator
Provides the ability to iterate through the bones in an ModelMeshPartCollection.
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PresentationParameters |
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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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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RenderTargetUsage
Determines how render target data is used once a new render target is set.
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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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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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SpriteFont |
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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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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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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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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TextureFilter
Defines filtering types during texture sampling.
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VertexBuffer
Represents a list of 3D vertices to be streamed to the 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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VertexElementFormat
Defines vertex element formats.
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VertexElementUsage
Defines usage for vertex elements.
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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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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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