Checked all files in the Graphics namespace and added the last missing status attributes

This commit is contained in:
SND\AstrorEnales_cp 2012-10-13 11:25:07 +00:00 committed by Konstantin Koch
parent db82358d24
commit f08d6ea189
38 changed files with 199 additions and 293 deletions

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@ -8,32 +8,19 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[PercentageComplete(90)]
[Developer("Glatzemann")]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class EffectTechnique
{
private Effect parentEffect;
private INativeEffectTechnique nativeTechnique;
private EffectPassCollection effectPassCollection;
internal INativeEffectTechnique NativeTechnique { get; private set; }
internal INativeEffectTechnique NativeTechnique
{
get
{
return this.nativeTechnique;
}
}
public string Name
{
get { return NativeTechnique.Name; }
}
public string Name
{
get
{
return nativeTechnique.Name;
}
}
public EffectAnnotationCollection Annotations
public EffectAnnotationCollection Annotations
{
get
{
@ -41,19 +28,12 @@ namespace ANX.Framework.Graphics
}
}
public EffectPassCollection Passes
{
get
{
return this.effectPassCollection;
}
}
public EffectPassCollection Passes { get; private set; }
internal EffectTechnique(Effect parentEffect, INativeEffectTechnique nativeTechnique)
{
this.parentEffect = parentEffect;
this.nativeTechnique = nativeTechnique;
this.effectPassCollection = new EffectPassCollection(parentEffect, parentEffect.NativeEffect, nativeTechnique);
this.NativeTechnique = nativeTechnique;
this.Passes = new EffectPassCollection(parentEffect, parentEffect.NativeEffect, nativeTechnique);
}
}
}

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@ -11,26 +11,19 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(75)]
[PercentageComplete(50)]
[Developer("Glatzemann")]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class GraphicsAdapter
{
public static ReadOnlyCollection<GraphicsAdapter> Adapters
{
get;
private set;
}
public static ReadOnlyCollection<GraphicsAdapter> Adapters { get; private set; }
public static GraphicsAdapter DefaultAdapter
{
get
{
return Adapters.Where(a => a.IsDefaultAdapter).First<GraphicsAdapter>();
}
}
public static GraphicsAdapter DefaultAdapter
{
get { return Adapters.First(a => a.IsDefaultAdapter); }
}
public static bool UseNullDevice { get; set; }
public static bool UseNullDevice { get; set; }
public static bool UseReferenceDevice { get; set; }
public int DeviceId { get; set; }
public string DeviceName { get; set; }

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@ -1,5 +1,6 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.Development;
#endregion // Using Statements
@ -9,45 +10,24 @@ using System;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("???")]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class Model
{
private ModelBoneCollection bones;
public ModelBoneCollection Bones
{
get { return bones; }
}
private ModelMeshCollection meshes;
public ModelMeshCollection Meshes
{
get { return meshes; }
}
private ModelBone root;
public ModelBone Root
{
get { return root; }
}
private Object tag;
public Object Tag
{
get { return tag; }
set { tag = value; }
}
public ModelBoneCollection Bones { get; private set; }
public ModelMeshCollection Meshes { get; private set; }
public ModelBone Root { get; private set; }
public object Tag { get; set; }
private static Matrix[] cachedBonesArray;
public Model(ModelBoneCollection bones, ModelMeshCollection meshes, ModelBone rootBone, Object tag)
{
this.bones = bones;
this.meshes = meshes;
this.root = rootBone;
this.tag = tag;
this.Bones = bones;
this.Meshes = meshes;
this.Root = rootBone;
this.Tag = tag;
}
public void CopyAbsoluteBoneTransformsTo(Matrix[] destinationBoneTransforms)
@ -57,14 +37,14 @@ namespace ANX.Framework.Graphics
throw new ArgumentNullException("destinationBoneTransforms");
}
if (destinationBoneTransforms.Length < bones.Count)
if (destinationBoneTransforms.Length < Bones.Count)
{
throw new ArgumentOutOfRangeException("destinationBoneTransforms");
}
for (int i = 0; i < bones.Count; i++)
for (int i = 0; i < Bones.Count; i++)
{
var bone = bones[i];
var bone = Bones[i];
if (bone.Parent == null)
{
destinationBoneTransforms[i] = bone.Transform;
@ -84,14 +64,14 @@ namespace ANX.Framework.Graphics
throw new ArgumentNullException("sourceBoneTransforms");
}
if (sourceBoneTransforms.Length < bones.Count)
if (sourceBoneTransforms.Length < Bones.Count)
{
throw new ArgumentOutOfRangeException("sourceBoneTransforms");
}
for (int i = 0; i < bones.Count; i++)
for (int i = 0; i < Bones.Count; i++)
{
bones[i].Transform = sourceBoneTransforms[i];
Bones[i].Transform = sourceBoneTransforms[i];
}
}
@ -102,28 +82,28 @@ namespace ANX.Framework.Graphics
throw new ArgumentNullException("destinationBoneTransforms");
}
if (destinationBoneTransforms.Length < bones.Count)
if (destinationBoneTransforms.Length < Bones.Count)
{
throw new ArgumentOutOfRangeException("destinationBoneTransforms");
}
for (int i = 0; i < bones.Count; i++)
for (int i = 0; i < Bones.Count; i++)
{
destinationBoneTransforms[i] = bones[i].Transform;
destinationBoneTransforms[i] = Bones[i].Transform;
}
}
public void Draw (Matrix world, Matrix view, Matrix projection)
{
Matrix[] absTransforms = Model.cachedBonesArray;
if (absTransforms == null || absTransforms.Length < this.bones.Count)
if (absTransforms == null || absTransforms.Length < this.Bones.Count)
{
Array.Resize<Matrix>(ref absTransforms, this.bones.Count);
Array.Resize<Matrix>(ref absTransforms, this.Bones.Count);
Model.cachedBonesArray = absTransforms;
}
this.CopyAbsoluteBoneTransformsTo(absTransforms);
foreach (var mesh in meshes)
foreach (var mesh in Meshes)
{
foreach (var effect in mesh.Effects)
{

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@ -1,5 +1,6 @@
#region Using Statements
using System;
using ANX.Framework.NonXNA.Development;
#endregion // Using Statements
@ -9,46 +10,22 @@ using System;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("???")]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class ModelBone
{
private ModelBoneCollection children;
public ModelBoneCollection Children
{
get { return children; }
internal set { children = value; }
}
private int index;
public int Index
{
get { return index; }
}
private string name;
public string Name
{
get { return name; }
}
private ModelBone parent;
public ModelBone Parent
{
get { return parent; }
internal set { parent = value; }
}
private Matrix transform;
public Matrix Transform
{
get { return transform; }
set { transform = value; }
}
public ModelBoneCollection Children { get; internal set; }
public int Index { get; private set; }
public string Name { get; private set; }
public ModelBone Parent { get; internal set; }
public Matrix Transform { get; set; }
public ModelBone(string name, Matrix transform, int index)
{
this.name = name;
this.transform = transform;
this.index = index;
this.Name = name;
this.Transform = transform;
this.Index = index;
}
}
}

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@ -2,6 +2,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using ANX.Framework.NonXNA.Development;
#endregion // Using Statements
// This file is part of the ANX.Framework created by the
@ -10,6 +12,9 @@ using System.Collections.Generic;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("???")]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class ModelMesh
{
private BoundingSphere boundingSphere;
@ -19,57 +24,27 @@ namespace ANX.Framework.Graphics
get { return boundingSphere; }
}
private ModelEffectCollection effects;
public ModelEffectCollection Effects
{
get { return effects; }
}
private ModelMeshPartCollection meshParts;
public ModelMeshPartCollection MeshParts
{
get { return meshParts; }
}
private string name;
public string Name
{
get { return name; }
}
private ModelBone parentBone;
public ModelBone ParentBone
{
get { return parentBone; }
}
private Object tag;
public Object Tag
{
get { return tag; }
set { this.tag = value; }
}
public ModelEffectCollection Effects { get; private set; }
public ModelMeshPartCollection MeshParts { get; private set; }
public string Name { get; private set; }
public ModelBone ParentBone { get; private set; }
public object Tag { get; set; }
public ModelMesh(string name, ModelBone bone, BoundingSphere sphere, ModelMeshPart[] meshParts, Object tag)
{
this.name = name;
this.parentBone = bone;
this.Name = name;
this.ParentBone = bone;
this.boundingSphere = sphere;
this.tag = tag;
this.meshParts = new ModelMeshPartCollection(meshParts);
this.effects = new ModelEffectCollection();
this.Tag = tag;
this.MeshParts = new ModelMeshPartCollection(meshParts);
this.Effects = new ModelEffectCollection();
foreach (var item in this.meshParts)
foreach (var item in this.MeshParts)
{
item.parentMesh = this;
if (item.Effect != null && !this.effects.Contains(item.Effect))
if (item.Effect != null && !this.Effects.Contains(item.Effect))
{
this.effects.Add(item.Effect);
this.Effects.Add(item.Effect);
}
}
}
@ -79,7 +54,7 @@ namespace ANX.Framework.Graphics
bool oldEffectIsInUse = false;
bool newEffectIsKnown = false;
foreach (var item in meshParts)
foreach (var item in MeshParts)
{
if (object.ReferenceEquals(item, part))
{
@ -99,18 +74,18 @@ namespace ANX.Framework.Graphics
if (oldEffect != null && !oldEffectIsInUse)
{
effects.Remove(oldEffect);
Effects.Remove(oldEffect);
}
if (newEffect != null && !newEffectIsKnown)
{
effects.Add(newEffect);
Effects.Add(newEffect);
}
}
public void Draw()
{
foreach (var part in meshParts)
foreach (var part in MeshParts)
{
foreach (var pass in part.Effect.CurrentTechnique.Passes)
{

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@ -8,20 +8,14 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("???")]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class ModelMeshPart
{
#region Private
internal ModelMesh parentMesh;
private Effect effect;
private IndexBuffer indexBuffer;
private int numVertices;
private int primitiveCount;
private int startIndex;
private Object tag;
private VertexBuffer vertexBuffer;
private int vertexOffset;
#endregion
#endregion
#region Public
public Effect Effect
@ -38,54 +32,22 @@ namespace ANX.Framework.Graphics
}
}
public IndexBuffer IndexBuffer
{
get { return indexBuffer; }
internal set { this.indexBuffer = value; }
}
public int NumVertices
{
get { return numVertices; }
}
public int PrimitiveCount
{
get { return primitiveCount; }
}
public int StartIndex
{
get { return startIndex; }
}
public Object Tag
{
get { return tag; }
set { tag = value; }
}
public VertexBuffer VertexBuffer
{
get { return vertexBuffer; }
internal set { this.vertexBuffer = value; }
}
public int VertexOffset
{
get { return vertexOffset; }
}
#endregion
public IndexBuffer IndexBuffer { get; internal set; }
public int NumVertices { get; private set; }
public int PrimitiveCount { get; private set; }
public int StartIndex { get; private set; }
public object Tag { get; set; }
public VertexBuffer VertexBuffer { get; internal set; }
public int VertexOffset { get; private set; }
#endregion
internal ModelMeshPart(int vertexOffset, int numVertices, int startIndex, int primitiveCount, object tag)
{
this.vertexOffset = vertexOffset;
this.numVertices = numVertices;
this.startIndex = startIndex;
this.primitiveCount = primitiveCount;
this.tag = tag;
this.VertexOffset = vertexOffset;
this.NumVertices = numVertices;
this.StartIndex = startIndex;
this.PrimitiveCount = primitiveCount;
this.Tag = tag;
}
}
}

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@ -8,6 +8,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class NoSuitableGraphicsDeviceException : Exception
{
public NoSuitableGraphicsDeviceException()

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@ -1,9 +1,14 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("Glatzemann")]
[TestState(TestStateAttribute.TestState.Tested)]
public enum PresentInterval
{
Default,

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@ -1,9 +1,14 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("Glatzemann")]
[TestState(TestStateAttribute.TestState.Tested)]
public enum PrimitiveType
{
TriangleList,

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@ -10,6 +10,8 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("AstrorEnales")]
[TestState(TestStateAttribute.TestState.Untested)]
public class RasterizerState : GraphicsResource
{
#region Constants

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@ -2,6 +2,7 @@ using System;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.RenderSystem;
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -9,59 +10,19 @@ using ANX.Framework.NonXNA.RenderSystem;
namespace ANX.Framework.Graphics
{
[PercentageComplete(70)]
[TestState(TestStateAttribute.TestState.Untested)]
public class RenderTarget2D : Texture2D, IDynamicGraphicsResource
{
public event EventHandler<EventArgs> ContentLost;
#region Private
private DepthFormat depthStencilFormat;
private int multiSampleCount;
private RenderTargetUsage usage;
private bool isContentLost;
private INativeRenderTarget2D nativeRenderTarget;
#endregion
internal INativeRenderTarget2D NativeRenderTarget { get; private set; }
public DepthFormat DepthStencilFormat { get; private set; }
public bool IsContentLost { get; private set; }
public int MultiSampleCount { get; private set; }
public RenderTargetUsage RenderTargetUsage { get; private set; }
internal INativeRenderTarget2D NativeRenderTarget
{
get
{
return this.nativeRenderTarget;
}
}
public DepthFormat DepthStencilFormat
{
get
{
return this.depthStencilFormat;
}
}
public bool IsContentLost
{
get
{
return this.isContentLost;
}
}
public int MultiSampleCount
{
get
{
return this.multiSampleCount;
}
}
public RenderTargetUsage RenderTargetUsage
{
get
{
return this.usage;
}
}
#region Constructor
#region Constructor
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height)
: base(graphicsDevice)
{
@ -73,14 +34,14 @@ namespace ANX.Framework.Graphics
base.levelCount = 1;
base.format = SurfaceFormat.Color;
this.depthStencilFormat = DepthFormat.None;
this.multiSampleCount = 0;
this.usage = RenderTargetUsage.DiscardContents;
this.DepthStencilFormat = DepthFormat.None;
this.MultiSampleCount = 0;
this.RenderTargetUsage = RenderTargetUsage.DiscardContents;
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.nativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.depthStencilFormat, this.multiSampleCount, this.usage);
base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
this.NativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.DepthStencilFormat, this.MultiSampleCount, this.RenderTargetUsage);
base.nativeTexture = this.NativeRenderTarget as INativeTexture2D;
}
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height,
@ -95,14 +56,14 @@ namespace ANX.Framework.Graphics
base.levelCount = 1;
base.format = preferredFormat;
this.depthStencilFormat = preferredDepthFormat;
this.multiSampleCount = 0;
this.usage = RenderTargetUsage.DiscardContents;
this.DepthStencilFormat = preferredDepthFormat;
this.MultiSampleCount = 0;
this.RenderTargetUsage = RenderTargetUsage.DiscardContents;
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.nativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.depthStencilFormat, this.multiSampleCount, this.usage);
base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
this.NativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.DepthStencilFormat, this.MultiSampleCount, this.RenderTargetUsage);
base.nativeTexture = this.NativeRenderTarget as INativeTexture2D;
}
public RenderTarget2D(GraphicsDevice graphicsDevice, int width, int height,
@ -118,14 +79,14 @@ namespace ANX.Framework.Graphics
base.levelCount = 1;
base.format = preferredFormat;
this.depthStencilFormat = preferredDepthFormat;
this.multiSampleCount = preferredMultiSampleCount;
this.usage = usage;
this.DepthStencilFormat = preferredDepthFormat;
this.MultiSampleCount = preferredMultiSampleCount;
this.RenderTargetUsage = usage;
var creator = AddInSystemFactory.Instance.GetDefaultCreator<IRenderSystemCreator>();
this.nativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.depthStencilFormat, this.multiSampleCount, this.usage);
base.nativeTexture = this.nativeRenderTarget as INativeTexture2D;
this.NativeRenderTarget = creator.CreateRenderTarget(graphicsDevice, width, height, false, SurfaceFormat.Color,
this.DepthStencilFormat, this.MultiSampleCount, this.RenderTargetUsage);
base.nativeTexture = this.NativeRenderTarget as INativeTexture2D;
}
#endregion
@ -136,7 +97,7 @@ namespace ANX.Framework.Graphics
void IDynamicGraphicsResource.SetContentLost(bool isContentLost)
{
this.isContentLost = isContentLost;
this.IsContentLost = isContentLost;
if (isContentLost)
raise_ContentLost(this, EventArgs.Empty);

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@ -8,6 +8,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public struct RenderTargetBinding
{
#region Private

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@ -9,6 +9,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(0)]
[TestState(TestStateAttribute.TestState.Untested)]
public class RenderTargetCube : TextureCube, IDynamicGraphicsResource
{
public event EventHandler<EventArgs> ContentLost;

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum RenderTargetUsage
{
DiscardContents,

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@ -8,6 +8,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class ResourceCreatedEventArgs : EventArgs
{
public object Resource { get; set; }

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@ -8,6 +8,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class ResourceDestroyedEventArgs : EventArgs
{
public string Name { get; set; }

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@ -10,6 +10,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public class SamplerState : GraphicsResource
{
#region Constants

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum SetDataOptions
{
Discard = 1,

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@ -1,4 +1,5 @@
using System;
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -7,6 +8,8 @@ using System;
namespace ANX.Framework.Graphics
{
[Flags]
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum SpriteEffects
{
None,

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum SpriteSortMode
{
Deferred = 0,

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum StencilOperation
{
Keep,

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum SurfaceFormat
{
Color,

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@ -1,3 +1,4 @@
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.RenderSystem;
// This file is part of the ANX.Framework created by the
@ -6,6 +7,8 @@ using ANX.Framework.NonXNA.RenderSystem;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public abstract class Texture : GraphicsResource
{
protected internal int levelCount;

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@ -2,6 +2,7 @@ using System;
using System.IO;
using System.Runtime.InteropServices;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
using ANX.Framework.NonXNA.RenderSystem;
// This file is part of the ANX.Framework created by the
@ -10,6 +11,8 @@ using ANX.Framework.NonXNA.RenderSystem;
namespace ANX.Framework.Graphics
{
[PercentageComplete(70)]
[TestState(TestStateAttribute.TestState.Untested)]
public class Texture2D : Texture, IGraphicsResource
{
#region Private

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@ -9,6 +9,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(0)]
[TestState(TestStateAttribute.TestState.Untested)]
public class Texture3D : Texture, IGraphicsResource
{
public int Depth

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum TextureAddressMode
{
Wrap,

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@ -1,5 +1,6 @@
using System;
using ANX.Framework.NonXNA;
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -7,9 +8,12 @@ using ANX.Framework.NonXNA;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[Developer("AstrorEnales")]
[TestState(TestStateAttribute.TestState.Untested)]
public sealed class TextureCollection
{
private Texture[] textures;
private readonly Texture[] textures;
public Texture this[int index]
{

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@ -9,6 +9,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(0)]
[TestState(TestStateAttribute.TestState.Untested)]
public class TextureCube : Texture, IGraphicsResource
{
public int Size

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum TextureFilter
{
Linear,

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@ -9,6 +9,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public class VertexDeclaration : GraphicsResource
{
private VertexElement[] elements;

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@ -8,6 +8,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(95)]
[TestState(TestStateAttribute.TestState.Untested)]
public struct VertexElement
{
#region Private

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum VertexElementFormat
{
Single = 0,

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@ -1,9 +1,13 @@
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Tested)]
public enum VertexElementUsage
{
Position = 0,

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@ -8,6 +8,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(95)]
[TestState(TestStateAttribute.TestState.Untested)]
public struct VertexPositionColor : IVertexType
{
public Vector3 Position;

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@ -7,7 +7,8 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(95)]
[PercentageComplete(95)]
[TestState(TestStateAttribute.TestState.Untested)]
public struct VertexPositionColorTexture : IVertexType
{
public Vector3 Position;

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@ -7,7 +7,8 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(95)]
[PercentageComplete(95)]
[TestState(TestStateAttribute.TestState.Untested)]
public struct VertexPositionNormalTexture : IVertexType
{
public Vector3 Position;

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@ -8,6 +8,7 @@ using ANX.Framework.NonXNA.Development;
namespace ANX.Framework.Graphics
{
[PercentageComplete(95)]
[TestState(TestStateAttribute.TestState.Untested)]
public struct VertexPositionTexture : IVertexType
{
public Vector3 Position;

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@ -1,4 +1,5 @@
using System;
using ANX.Framework.NonXNA.Development;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
@ -6,6 +7,8 @@ using System;
namespace ANX.Framework.Graphics
{
[PercentageComplete(100)]
[TestState(TestStateAttribute.TestState.Untested)]
public struct Viewport
{
#region Private