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Packages that use Microsoft.Xna.Framework.Graphics | |
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Microsoft.Xna.Framework.GamerServices | |
Microsoft.Xna.Framework.Graphics |
Classes in Microsoft.Xna.Framework.Graphics used by Microsoft.Xna.Framework.GamerServices | |
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Texture2D
Represents a 2D grid of texels. |
Classes in Microsoft.Xna.Framework.Graphics used by Microsoft.Xna.Framework.Graphics | |
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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
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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
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DisplayMode
Describes the display mode. |
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Effect
Used to set and query effects, and to choose techniques. |
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FillMode
Describes options for filling the vertices and lines that define a primitive. |
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GraphicsAdapter
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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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PresentationParameters
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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
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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
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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
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ResourceDestroyedEventArgs
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SamplerState
Contains sampler state, which determines how to sample texture data. |
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SaveStateMode
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ShaderProfile
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SpriteEffects
Defines sprite mirroring options. |
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SpriteFont
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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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Texture
Represents a texture resource |
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Texture2D
Represents a 2D grid 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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Viewport
Defines the window dimensions of a render-target surface onto which a 3D volume projects. |
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