Microsoft.Xna.Framework.Graphics Namespace
XNA Game Studio 3.1
Contains low-level application programming interface (API) methods that take advantage of hardware acceleration capabilities to display 3D objects.
| Name | Description | |
|---|---|---|
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BasicDirectionalLight | Provides methods for manipulating the directional lights used by the BasicEffect class. |
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BasicEffect | Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting. |
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ClipPlane | Represents the device clipping plane. |
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ClipPlaneCollection | Manipulates a collection of ClipPlane objects. |
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CompilationFailedException | The exception that is thrown if the compilation of an effect fails. |
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CompilerIncludeHandler | The abstract base class for custom compiler include file handlers. |
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DepthStencilBuffer | Queries and prepares depth stencil buffers. |
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DeviceLostException | The exception that is thrown when the device has been lost, but cannot be reset at this time. Therefore, rendering is not possible. |
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DeviceNotResetException | The exception that is thrown when the device has been lost, but can be reset at this time. |
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DeviceNotSupportedException | The exception that is thrown when the graphics device does not support the requested capabilities. |
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DeviceStillDrawingException | The error that is thrown when the device is still drawing. |
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DriverInternalErrorException | The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. |
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DynamicIndexBuffer | Describes the rendering order of the vertices in a vertex buffer. |
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DynamicVertexBuffer | Represents a list of 3D vertices to be streamed to the graphics device. |
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Effect | Used to set and query effects and choose techniques. |
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EffectAnnotation | Represents an annotation to an EffectParameter. |
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EffectAnnotationCollection | Manipulates a collection of EffectAnnotation objects. |
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EffectFunction | Represents a function on an Effect. |
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EffectFunctionCollection | Manipulates a collection of EffectFunction objects. |
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EffectParameter | Represents an Effect parameter. |
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EffectParameterBlock | Represents an EffectParameter state block. |
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EffectParameterCollection | Manipulates a collection of EffectParameter objects. |
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EffectPass | Represents an effect pass. |
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EffectPassCollection | Manipulates a collection of EffectPass objects. |
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EffectPool | Allows applications to share resources between effects. |
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EffectTechnique | Represents an effect technique. |
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EffectTechniqueCollection | Manipulates a collection of EffectTechnique objects. |
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GammaRamp | Contains red, green, and blue ramp data. |
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GraphicsAdapter | Provides methods to retrieve and manipulate graphics adapters. |
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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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GraphicsDeviceCapabilities | Represents the capabilities of the hardware. |
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GraphicsResource | Queries and prepares resources. |
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IndexBuffer | Describes the rendering order of the vertices in a vertex buffer. |
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Model | Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. |
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ModelBone | Represents bone data for a model. |
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ModelBoneCollection | Represents a set of bones associated with a model. |
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ModelEffectCollection | Represents a collection of effects associated with a model. |
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ModelMesh | Represents a mesh that is part of a Model. |
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ModelMeshCollection | Represents a collection of ModelMesh objects. |
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ModelMeshPart | 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. |
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ModelMeshPartCollection | Represents a collection of ModelMeshPart objects. |
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OcclusionQuery | Used to perform an occlusion query against the latest drawn objects. |
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OutOfVideoMemoryException | The exception that is thrown when Direct3D does not have enough display memory to perform the operation. |
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PixelShader | Encapsulates the functionality of a pixel shader. |
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PresentationParameters | Contains presentation parameters. |
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RenderState | Defines the render state of a graphics device. |
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RenderTarget | Represents a resource that will be written to at the end of a render pass. This is the base class for RenderTarget2D and RenderTargetCube. |
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RenderTarget2D | Represents a 2D texture resource that will be written to at the end of a render pass. |
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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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ResolveTexture2D | Represents a 2D grid of texels. |
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ResourceCreatedEventArgs | Contains event data. |
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ResourceDestroyedEventArgs | Arguments for a ResourceDestroyed event. |
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SamplerState | Contains sampler states for the device. |
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SamplerStateCollection | Collection of SamplerState objects. |
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ShaderCompiler | Compiles and decompiles high-level shader language (HLSL) shaders. |
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ShaderConstant | Describes a shader constant. |
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ShaderConstantCollection | Manipulates a collection of ShaderConstant objects. |
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ShaderConstantTable | Contains the variables that are used by high-level language shaders and effects. |
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SpriteBatch | Enables a group of sprites to be drawn using the same settings. |
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SpriteFont | Represents a font texture. |
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StateBlock | Encapsulates render states. |
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Texture | Represents a texture resource. |
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Texture2D | Represents a 2D grid of texels. |
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Texture3D | Represents a 3D volume of texels. |
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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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VertexBuffer | Represents a list of 3D vertices to be streamed to the graphics device. |
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VertexDeclaration | Represents a vertex declaration. |
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VertexShader | Encapsulates the functionality of a vertex shader. |
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VertexStream | Represents a vertex stream. |
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VertexStreamCollection | Collection of VertexStream objects. |
| Name | Description | |
|---|---|---|
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IGraphicsDeviceService | Defines a mechanism for retrieving GraphicsDevice objects. |
| Name | Description | |
|---|---|---|
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Color | Represents a color using Red, Green, Blue, and Alpha values. |
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CompiledEffect | Represents a compiled Effect. |
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CompiledShader | Represents a compiled shader. |
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CompilerMacro | Represents a compiler macro. |
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DisplayMode | Describes the display mode. |
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DisplayModeCollection | Manipulates a collection of DisplayMode structures. |
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GraphicsDeviceCapabilities.AddressCaps | Represents the texture addressing capabilities for Texture structures. |
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GraphicsDeviceCapabilities.BlendCaps | Represents the supported blend capabilities. |
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GraphicsDeviceCapabilities.CompareCaps | Represents comparison capabilities. |
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GraphicsDeviceCapabilities.CursorCaps | Represents hardware support for cursors. |
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GraphicsDeviceCapabilities.DeclarationTypeCaps | Represents data types contained in a vertex declaration. |
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GraphicsDeviceCapabilities.DeviceCaps | Represents device-specific capabilities. |
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GraphicsDeviceCapabilities.DriverCaps | Represents driver-specific capabilities. |
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GraphicsDeviceCapabilities.FilterCaps | Represents texture filter capabilities. |
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GraphicsDeviceCapabilities.LineCaps | Represents the capabilities for line-drawing primitives. |
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GraphicsDeviceCapabilities.PixelShaderCaps | Represents pixel shader capabilities. |
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GraphicsDeviceCapabilities.PrimitiveCaps | Represents driver primitive capabilities. |
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GraphicsDeviceCapabilities.RasterCaps | Represents raster-drawing capabilities. |
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GraphicsDeviceCapabilities.ShadingCaps | Represents shading operations capabilities |
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GraphicsDeviceCapabilities.StencilCaps | Represents driver stencil capabilities. |
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GraphicsDeviceCapabilities.TextureCaps | Represents miscellaneous texture-mapping capabilities |
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GraphicsDeviceCapabilities.VertexFormatCaps | Represents flexible vertex format capabilities. |
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GraphicsDeviceCapabilities.VertexProcessingCaps | Represents vertex processing capabilities. |
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GraphicsDeviceCapabilities.VertexShaderCaps | Represents vertex shader version 2_0 extended capabilities. |
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GraphicsDeviceCreationParameters | Describes the creation parameters for a device. |
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ModelBoneCollection.Enumerator | Provides the ability to iterate through the bones in an ModelBoneCollection. |
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ModelEffectCollection.Enumerator | Provides the ability to iterate through the bones in an ModelEffectCollection. |
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ModelMeshCollection.Enumerator | Provides the ability to iterate through the bones in an ModelMeshCollection. |
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ModelMeshPartCollection.Enumerator | Provides the ability to iterate through the bones in an ModelMeshPartCollection. |
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RasterStatus | Describes the raster status. |
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ShaderSemantic | Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters. |
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TextureCreationParameters | Describes the parameters to use when initializing a new instance of a texture. |
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TextureInformation | Encapsulates information describing texture resources. |
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VertexElement | Defines input vertex data to the pipeline. |
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VertexPositionColor | Describes a custom vertex format structure that contains position and color information. |
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VertexPositionColorTexture | Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. |
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VertexPositionNormalTexture | Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. |
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VertexPositionTexture | Describes a custom vertex format structure that contains position and one set of texture coordinates. |
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Viewport | Defines the window dimensions of a render-target surface onto which a 3D volume projects. |
| Name | Description | |
|---|---|---|
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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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BufferUsage | Specifies special usage of the buffer contents. |
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ClearOptions | Specifies the buffer to use when calling Clear. |
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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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CompilerIncludeHandlerType | Identifies an include file as a local or system resource. |
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CompilerOptions | Defines optimization options that may be chosen for shader and effect code compilation. |
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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 buffer. |
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DeviceType | Specifies the type of device driver. |
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EffectParameterClass | Defines classes that can be used for effect parameters or shader constants. |
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EffectParameterType | Defines types that can be used for effect parameters or shader constants. |
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FillMode | Describes options for filling the vertices and lines that define a primitive. |
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FilterOptions | Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices. |
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FogMode | Defines constants that describe the fog mode. |
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GraphicsDeviceStatus | Describes the status of the device. |
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ImageFileFormat | Defines supported image file formats that may be used for textures. |
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IndexElementSize | Defines the size of an element of an index buffer. |
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MultiSampleType | Defines the levels of full-scene multisampling that the game machine can apply. |
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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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PresentOptions | Defines flags that control the behavior of the back buffer and depth buffer. |
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PrimitiveType | Defines how data in a vertex stream is interpreted during a draw call. |
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QueryUsages | Defines options for querying device resource formats. |
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RenderTargetUsage | Determines how render target data is used once a new render target is set. |
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ResourceType | Defines resource types. |
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SaveStateMode | Defines options for saving the graphics device state before and after an effect technique is applied. |
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SetDataOptions | Describes whether existing buffer data will be overwritten or discarded during a SetData operation. |
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ShaderProfile | Defines vertex and pixel shader versions. |
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ShaderRegisterSet | Defines the data type of a shader register. |
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SpriteBlendMode | The following flags are used to specify sprite blending rendering options to the flags parameter in Begin: |
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SpriteEffects | Defines sprite mirroring options. |
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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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SwapEffect | Defines how the device front buffer and back buffer are to be swapped when Present is called. |
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TextureAddressMode | Defines constants that describe supported texture-addressing modes. |
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TextureFilter | Defines how a texture will be filtered as it is minified for each mipmap level. |
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TextureUsage | Specifies special usage of the texture data. |
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TextureWrapCoordinates | Defines supported wrap coordinates. |
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VertexElementFormat | Defines vertex element formats. |
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VertexElementMethod | Defines the tessellator processing method for a vertex element. |
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VertexElementUsage | Defines usage for vertex elements. |
Tasks
How To: Draw a Sprite
How To: Animate a Sprite
How To: Draw a Masked Sprite over a Background
How To: Make a Scrolling Background
How To: Rotate a Sprite
How To: Rotate a Group of Sprites
How To: Scale a Sprite
How To: Tint a Sprite
How To: Check for Shader Model 2.0 Support
How To: Use BasicEffect
How To: Draw Points, Lines, and Other 3D Primitives
How To: Create and Apply Custom Effects
How To: Create Custom Texture Effects
How To: Animate a Sprite
How To: Draw a Masked Sprite over a Background
How To: Make a Scrolling Background
How To: Rotate a Sprite
How To: Rotate a Group of Sprites
How To: Scale a Sprite
How To: Tint a Sprite
How To: Check for Shader Model 2.0 Support
How To: Use BasicEffect
How To: Draw Points, Lines, and Other 3D Primitives
How To: Create and Apply Custom Effects
How To: Create Custom Texture Effects