Package Microsoft.Xna.Framework.Graphics

Interface Summary
IGraphicsDeviceService Defines a mechanism for retrieving GraphicsDevice objects.
IVertexType Vertex type interface which is implemented by a custom vertex type structure.
 

Class Summary
BlendState Contains blend state for the device.
DepthStencilState Contains depth-stencil state for the device.
DisplayMode Describes the display mode.
Effect Used to set and query effects, and to choose techniques.
EffectPass  
GraphicsAdapter  
GraphicsDevice Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.
GraphicsDeviceCapabilities  
GraphicsResource Queries and prepares resources.
PresentationParameters  
RasterizerState Contains Rasterizer State, which determines how to convert vector data (shapes) into raster data (pixels).
RenderTarget2D  
RenderTargetBinding Binds an array of render targets.
RenderTargetCube Represents a cubic texture resource that will be written to at the end of a render pass.
ResourceCreatedEventArgs  
ResourceDestroyedEventArgs  
SamplerState Contains sampler state, which determines how to sample texture data.
SpriteBatch Enables a group of Sprites to be drawn using the same settings.
SpriteFont  
Texture Represents a texture resource
Texture2D Represents a 2D grid of texels.
Texture3D Represents a 3D volume of texels.
TextureCollection Represents a collection of Texture objects.
TextureCube Represents a set of six 2D textures, one for each face of a cube.
VertexBuffer Represents a list of 3D vertices to be streamed to the graphics device.
VertexDeclaration A vertex declaration, which defines per-vertex data.
VertexElement Defines input vertex data to the pipeline.
Viewport Defines the window dimensions of a render-target surface onto which a 3D volume projects.
 

Enum Summary
Blend Defines color blending factors.
BlendFunction Defines how to combine a source color with the destination color already on the render target for color blending.
BufferUsage Specifies special usage of the buffer contents.
ClearOptions  
ColorWriteChannels Defines the color channels that can be chosen for a per-channel write to a render target color buffer.
CompareFunction Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests.
CubeMapFace Defines the faces of a cube map in the TextureCube class type.
CullMode Defines winding orders that may be used to identify back faces for culling.
DepthFormat Defines the format of data in a depth-stencil buffer.
DeviceType  
FillMode Describes options for filling the vertices and lines that define a primitive.
GraphicsDeviceStatus Describes the status of the device.
GraphicsProfile Identifies the set of supported devices for the game based on device capabilities.
PresentInterval Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.
PrimitiveType  
RenderTargetUsage Determines how render target data is used once a new render target is set.
SaveStateMode  
ShaderProfile  
SpriteEffects Defines sprite mirroring options.
SpriteSortMode Defines sprite sort-rendering options.
StencilOperation Defines stencil buffer operations.
SurfaceFormat Defines various types of surface formats.
TextureAddressMode Defines modes for addressing texels using texture coordinates that are outside of the typical range of 0.0 to 1.0.
TextureFilter Defines filtering types during texture sampling.
VertexElementFormat Defines vertex element formats.
VertexElementUsage Defines usage for vertex elements.
 

Exception Summary
DeviceLostException The exception that is thrown when the device has been lost, but cannot be reset at this time.
DeviceNotResetException The exception that is thrown when the device has been lost, but can be reset at this time.
NoSuitableGraphicsDeviceException Thrown when no available graphics device fits the given device preferences.