Uses of Package
Microsoft.Xna.Framework.Graphics

Packages that use Microsoft.Xna.Framework.Graphics
Microsoft.Xna.Framework.GamerServices   
Microsoft.Xna.Framework.Graphics   
 

Classes in Microsoft.Xna.Framework.Graphics used by Microsoft.Xna.Framework.GamerServices
Texture2D
          Represents a 2D grid of texels.
 

Classes in Microsoft.Xna.Framework.Graphics used by Microsoft.Xna.Framework.Graphics
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.
BlendState
          Contains blend state for the device.
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.
DepthStencilState
          Contains depth-stencil state for the device.
DeviceType
           
DisplayMode
          Describes the display mode.
Effect
          Used to set and query effects, and to choose techniques.
FillMode
          Describes options for filling the vertices and lines that define a primitive.
GraphicsAdapter
           
GraphicsDevice
          Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.
GraphicsDeviceStatus
          Describes the status of the device.
GraphicsProfile
          Identifies the set of supported devices for the game based on device capabilities.
GraphicsResource
          Queries and prepares resources.
PresentationParameters
           
PresentInterval
          Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.
PrimitiveType
           
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.
RenderTargetUsage
          Determines how render target data is used once a new render target is set.
ResourceCreatedEventArgs
           
ResourceDestroyedEventArgs
           
SamplerState
          Contains sampler state, which determines how to sample texture data.
SaveStateMode
           
ShaderProfile
           
SpriteEffects
          Defines sprite mirroring options.
SpriteFont
           
SpriteSortMode
          Defines sprite sort-rendering options.
StencilOperation
          Defines stencil buffer operations.
SurfaceFormat
          Defines various types of surface formats.
Texture
          Represents a texture resource
Texture2D
          Represents a 2D grid of texels.
TextureAddressMode
          Defines modes for addressing texels using texture coordinates that are outside of the typical range of 0.0 to 1.0.
TextureCollection
          Represents a collection of Texture objects.
TextureCube
          Represents a set of six 2D textures, one for each face of a cube.
TextureFilter
          Defines filtering types during texture sampling.
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.
VertexElementFormat
          Defines vertex element formats.
VertexElementUsage
          Defines usage for vertex elements.
Viewport
          Defines the window dimensions of a render-target surface onto which a 3D volume projects.