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Microsoft.Xna.Framework.Graphics Namespace

Contains low-level application programming interface (API) methods that take advantage of hardware acceleration capabilities to display 3D objects.
NameDescription
Public ClassBasicDirectionalLightProvides methods for manipulating the directional lights used by the BasicEffect class.
Public ClassBasicEffectRepresents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting.
Public ClassClipPlaneRepresents the device clipping plane.
Public ClassClipPlaneCollectionManipulates a collection of ClipPlane objects.
Public ClassCompilationFailedExceptionThe exception that is thrown if the compilation of an effect fails.
Public ClassCompilerIncludeHandlerThe abstract base class for custom compiler include file handlers.
Public ClassDepthStencilBufferQueries and prepares depth stencil buffers.
Public ClassDeviceLostExceptionThe exception that is thrown when the device has been lost but cannot be reset at this time. Therefore, rendering is not possible.
Public ClassDeviceNotResetExceptionThe exception that is thrown when the device has been lost but can be reset at this time.
Public ClassDeviceNotSupportedExceptionThe exception that is thrown when the graphics device does not support the requested capabilities.
Public ClassDeviceStillDrawingExceptionThe error that is thrown when the device is still drawing.
Public ClassDriverInternalErrorExceptionThe exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error.
Public ClassDynamicIndexBufferDescribes the rendering order of the vertices in a vertex buffer.
Public ClassDynamicVertexBufferRepresents a list of 3D vertices to be streamed to the graphics device.
Public ClassEffectUsed to set and query effects and choose techniques.
Public ClassEffectAnnotationRepresents an annotation to an EffectParameter.
Public ClassEffectAnnotationCollectionManipulates a collection of EffectAnnotation objects.
Public ClassEffectFunctionRepresents a function on an Effect.
Public ClassEffectFunctionCollectionManipulates a collection of EffectFunction objects.
Public ClassEffectParameterRepresents an Effect parameter.
Public ClassEffectParameterBlockRepresents an EffectParameter state block.
Public ClassEffectParameterCollectionManipulates a collection of EffectParameter objects.
Public ClassEffectPassRepresents an effect pass.
Public ClassEffectPassCollectionManipulates a collection of EffectPass objects.
Public ClassEffectPoolAllows applications to share resources between effects.
Public ClassEffectTechniqueRepresents an effect technique.
Public ClassEffectTechniqueCollectionManipulates a collection of EffectTechnique objects.
Public ClassGammaRampContains red, green, and blue ramp data.
Public ClassGraphicsAdapterProvides methods to retrieve and manipulate graphics adapters.
Public ClassGraphicsDevicePerforms primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.
Public ClassGraphicsDeviceCapabilitiesRepresents the capabilities of the hardware.
Public ClassGraphicsResourceQueries and prepares resources.
Public ClassIndexBufferDescribes the rendering order of the vertices in a vertex buffer.
Public ClassModelRepresents a 3D model composed of multiple ModelMesh objects which may be moved independently.
Public ClassModelBoneRepresents bone data for a model.
Public ClassModelBoneCollectionRepresents a set of bones associated with a model.
Public ClassModelEffectCollectionRepresents a collection of effects associated with a model.
Public ClassModelMeshRepresents a mesh that is part of a Model.
Public ClassModelMeshCollectionRepresents a collection of ModelMesh objects.
Public ClassModelMeshPart Represents a batch of geometry information to submit to the graphics device during rendering. Each ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple ModelMeshPart objects, typically based on material information.
Public ClassModelMeshPartCollectionRepresents a collection of ModelMeshPart objects.
Public ClassOcclusionQueryUsed to perform an occlusion query against the latest drawn objects.
Public ClassOutOfVideoMemoryExceptionThe exception that is thrown when Direct3D does not have enough display memory to perform the operation.
Public ClassPixelShaderEncapsulates the functionality of a pixel shader.
Public ClassPresentationParametersContains presentation parameters.
Public ClassRenderStateDefines the render state of a graphics device.
Public ClassRenderTargetRepresents a resource that will be written to at the end of a render pass. This is the base class for RenderTarget2D and RenderTargetCube.
Public ClassRenderTarget2DRepresents a 2D texture resource that will be written to at the end of a render pass.
Public ClassRenderTargetCubeRepresents a cubic texture resource that will be written to at the end of a render pass.
Public ClassResolveTexture2DRepresents a 2D grid of texels.
Public ClassResourceCreatedEventArgsContains event data.
Public ClassResourceDestroyedEventArgsArguments for a ResourceDestroyed event.
Public ClassSamplerStateContains sampler states for the device.
Public ClassSamplerStateCollectionCollection of SamplerState objects.
Public ClassShaderCompilerCompiles and decompiles high-level shader language (HLSL) shaders.
Public ClassShaderConstantDescribes a shader constant.
Public ClassShaderConstantCollectionManipulates a collection of ShaderConstant objects.
Public ClassShaderConstantTableContains the variables that are used by high-level language shaders and effects.
Public ClassSpriteBatchEnables a group of sprites to be drawn using the same settings.
Public ClassSpriteFontRepresents a font texture.
Public ClassStateBlockEncapsulates render states.
Public ClassTextureRepresents a texture resource.
Public ClassTexture2DRepresents a 2D grid of texels.
Public ClassTexture3DRepresents a 3D volume of texels.
Public ClassTextureCollectionRepresents a collection of Texture objects.
Public ClassTextureCubeRepresents a set of six 2D textures, one for each face of a cube.
Public ClassVertexBufferRepresents a list of 3D vertices to be streamed to the graphics device.
Public ClassVertexDeclarationRepresents a vertex declaration.
Public ClassVertexShaderEncapsulates the functionality of a vertex shader.
Public ClassVertexStreamRepresents a vertex stream.
Public ClassVertexStreamCollectionCollection of VertexStream objects.
NameDescription
Public InterfaceIGraphicsDeviceService Defines a mechanism for retrieving GraphicsDevice objects.
NameDescription
Public StructureColorRepresents a color using Red, Green, Blue, and Alpha values.
Public StructureCompiledEffectRepresents a compiled Effect.
Public StructureCompiledShaderRepresents a compiled shader.
Public StructureCompilerMacroRepresents a compiler macro.
Public StructureDisplayModeDescribes the display mode.
Public StructureDisplayModeCollectionManipulates a collection of DisplayMode structures.
Public StructureGraphicsDeviceCapabilities.AddressCapsRepresents the texture addressing capabilities for Texture structures.
Public StructureGraphicsDeviceCapabilities.BlendCapsRepresents the supported blend capabilities.
Public StructureGraphicsDeviceCapabilities.CompareCapsRepresents comparison capabilities.
Public StructureGraphicsDeviceCapabilities.CursorCapsRepresents hardware support for cursors.
Public StructureGraphicsDeviceCapabilities.DeclarationTypeCapsRepresents data types contained in a vertex declaration.
Public StructureGraphicsDeviceCapabilities.DeviceCapsRepresents device-specific capabilities.
Public StructureGraphicsDeviceCapabilities.DriverCapsRepresents driver-specific capabilities.
Public StructureGraphicsDeviceCapabilities.FilterCapsRepresents texture filter capabilities.
Public StructureGraphicsDeviceCapabilities.LineCapsRepresents the capabilities for line-drawing primitives.
Public StructureGraphicsDeviceCapabilities.PixelShaderCapsRepresents pixel shader capabilities.
Public StructureGraphicsDeviceCapabilities.PrimitiveCapsRepresents driver primitive capabilities.
Public StructureGraphicsDeviceCapabilities.RasterCapsRepresents raster-drawing capabilities.
Public StructureGraphicsDeviceCapabilities.ShadingCapsRepresents shading operations capabilities
Public StructureGraphicsDeviceCapabilities.StencilCapsRepresents driver stencil capabilities.
Public StructureGraphicsDeviceCapabilities.TextureCapsRepresents miscellaneous texture-mapping capabilities
Public StructureGraphicsDeviceCapabilities.VertexFormatCapsRepresents flexible vertex format capabilities.
Public StructureGraphicsDeviceCapabilities.VertexProcessingCapsRepresents vertex processing capabilities.
Public StructureGraphicsDeviceCapabilities.VertexShaderCapsRepresents vertex shader version 2_0 extended capabilities.
Public StructureGraphicsDeviceCreationParameters Describes the creation parameters for a device.
Public StructureModelBoneCollection.EnumeratorProvides the ability to iterate through the bones in an ModelBoneCollection.
Public StructureModelEffectCollection.Enumerator Provides the ability to iterate through the bones in an ModelEffectCollection.
Public StructureModelMeshCollection.Enumerator Provides the ability to iterate through the bones in an ModelMeshCollection.
Public StructureModelMeshPartCollection.Enumerator Provides the ability to iterate through the bones in an ModelMeshPartCollection.
Public StructureRasterStatus Describes the raster status.
Public StructureShaderSemantic Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters.
Public StructureTextureCreationParametersDescribes the parameters to use when initializing a new instance of a texture.
Public StructureTextureInformationEncapsulates information describing texture resources.
Public StructureVertexElementDefines input vertex data to the pipeline.
Public StructureVertexPositionColorDescribes a custom vertex format structure that contains position and color information.
Public StructureVertexPositionColorTextureDescribes a custom vertex format structure that contains position, color, and one set of texture coordinates.
Public StructureVertexPositionNormalTextureDescribes a custom vertex format structure that contains position, normal data, and one set of texture coordinates.
Public StructureVertexPositionTextureDescribes a custom vertex format structure that contains position and one set of texture coordinates.
Public StructureViewportDefines the window dimensions of a render-target surface onto which a 3D volume projects.
NameDescription
Public EnumerationBlendDefines color blending factors.
Public EnumerationBlendFunctionDefines how to combine a source color with the destination color already on the render target for color blending.
Public EnumerationBufferUsageSpecifies special usage of the buffer contents.
Public EnumerationClearOptionsSpecifies the buffer to use when calling Clear.
Public EnumerationColorWriteChannelsDefines the color channels that can be chosen for a per-channel write to a render target color buffer.
Public EnumerationCompareFunctionDefines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests.
Public EnumerationCompilerIncludeHandlerTypeIdentifies an include file as a local or system resource.
Public EnumerationCompilerOptionsDefines optimization options that may be chosen for shader and effect code compilation.
Public EnumerationCubeMapFaceDefines the faces of a cube map in the TextureCube class type.
Public EnumerationCullModeDefines winding orders that may be used to identify back faces for culling.
Public EnumerationDepthFormatDefines the format of data in a depth buffer.
Public EnumerationDeviceTypeSpecifies the type of device driver.
Public EnumerationEffectParameterClassDefines classes that can be used for effect parameters or shader constants.
Public EnumerationEffectParameterTypeDefines types that can be used for effect parameters or shader constants.
Public EnumerationFillModeDescribes options for filling the vertices and lines that define a primitive.
Public EnumerationFilterOptionsDefines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices.
Public EnumerationFogModeDefines constants that describe the fog mode.
Public EnumerationGraphicsDeviceStatusDescribes the status of the device.
Public EnumerationImageFileFormatDefines supported image file formats that may be used for textures.
Public EnumerationIndexElementSizeDefines the size of an element of an index buffer.
Public EnumerationMultiSampleTypeDefines the levels of full-scene multisampling that the game machine can apply.
Public EnumerationPresentIntervalDefines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.
Public EnumerationPresentOptionsDefines flags that control the behavior of the back buffer and depth buffer.
Public EnumerationPrimitiveTypeDefines how data in a vertex stream is interpreted during a draw call.
Public EnumerationQueryUsagesDefines options for querying device resource formats.
Public EnumerationRenderTargetUsageDetermines how render target data is used once a new render target is set.
Public EnumerationResourceTypeDefines resource types.
Public EnumerationSaveStateModeDefines options for saving the graphics device state before and after an effect technique is applied.
Public EnumerationSetDataOptionsDescribes whether existing buffer data will be overwritten or discarded during a SetData operation.
Public EnumerationShaderProfileDefines vertex and pixel shader versions.
Public EnumerationShaderRegisterSetDefines the data type of a shader register.
Public EnumerationSpriteBlendMode The following flags are used to specify sprite blending rendering options to the flags parameter in Begin:
Public EnumerationSpriteEffectsDefines sprite mirroring options.
Public EnumerationSpriteSortModeDefines sprite sort-rendering options.
Public EnumerationStencilOperationDefines stencil buffer operations.
Public EnumerationSurfaceFormatDefines various types of surface formats.
Public EnumerationSwapEffectDefines how the device front buffer and back buffer are to be swapped when Present is called.
Public EnumerationTextureAddressModeDefines constants that describe supported texture-addressing modes.
Public EnumerationTextureFilterDefines how a texture will be filtered as it is minified for each mipmap level.
Public EnumerationTextureUsageSpecifies special usage of the texture data.
Public EnumerationTextureWrapCoordinatesDefines supported wrap coordinates.
Public EnumerationVertexElementFormatDefines vertex element formats.
Public EnumerationVertexElementMethodDefines the tessellator processing method for a vertex element.
Public EnumerationVertexElementUsageDefines usage for vertex elements.

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