Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Types
| All Types | Classes | Structures | Interfaces | Enumerations | Delegates |
| Name | Description | |
|---|---|---|
| ActorPart | Represents a separately skinned and renderable part of an actor which corresponds to a ModelPart or the Actor's Model. | |
| AnimationType | Specifies the specific type of shader that will be used for animation. More detailed and user friendly that AnimationType enumeration. | |
| AnimationTypeAndWeights | Define basic settings for model animation. Allows to specify what type
of animation is used, how many bones affecting per vertex for skinned animation,
and what custom animation shader to use instead of built-in animation shaders. | |
| AntialiasingLevel | Indicates the level of Multisample Antialiasing (MSAA) used for hardware-based full-screen anti-aliasing, with higher values
increasing visual quality through reduced visual artifacts ("jaggies"), but also decreasing performance (FPS). | |
| Texture..::..BuildParams | ||
| CachingRenderState |
Provide cached read/write access to properties of RenderState object,
decreasing number of actual reads and writes.
| |
| CachingSamplerState |
Provide cached read/write access to properties of SamplerState object,
decreasing number of actual reads and writes.
| |
| CachingVertexStream |
Provide cached write access to VertexStream object of
graphics device, decreasing number of actual changes of vertex streams.
| |
| ChannelMap | ||
| ChannelMapType | ||
| ColorsPropertyGroupAttribute | ||
| CompareFunctionOld |
Comparison functions, for things such as stencil buffer or depth comparisons.
| |
| Texture..::..CompressionKind | ||
| Texture..::..Compressor | ||
| Texture..::..Content | ||
| Model..::..Content | ||
| CreatingDeviceException |
Creating the device failed
| |
| Texture..::..CustomBinarySerializer | ||
| CustomizeGraphicsSettingsDelegate | Delegate on method used for RenderPipeline.CustomizeGraphicsSettings callback. | |
| CustomRenderControl | User control attached to the own rendering pipeline.
Auto-updates with constant frequency, using WinForms timer.
Rendering is disabled by default; to enable it, set IsRenderingDisabled property to true. | |
| DeviceEnumerator |
Enumerates available XNA adapters, devices, modes, etc. Singleton.
| |
| DeviceSettings | Holds the settings for creating a graphics device. | |
| DeviceEnumerator..::..DisplayModeSorter |
Used to sort display modes
| |
| DxEnumAdapterInformation |
Class describing an adapter which contains a unique adapter ordinal that
is installed on the system.
| |
| DxEnumDeviceInformation | Class describing a XNA device that contains a unique supported device type | |
| DxEnumDeviceSettingsCombo |
Class describing device settings that contain a unique combination
of adapter format, back buffer format, and windowed that is compatible
with a particular XNA device and the application
| |
| DeviceEnumerator..::..EnumDepthStencilMultisampleConflict |
A depth/stencil buffer format that is incompatible
with a multisample type
| |
| EnvironmentMapType |
Specifes the type of environment mapping to use.
| |
| ExponentialFogSettings |
Settings for exponential and squared exponential fog.
For non-squared fog following equation is used: f = exp(-Exponent * z),
for squared: f = exp((-Exponent * z)^2)
| |
| FilterOptions |
Filtering options for textures / mipmaps.
| |
| FilterType |
Stages of texture rendering to which filters can be applied.
| |
| FogSettings | Defines the settings for the scene's fog or how fog affects a material. | |
| FogTechnique | Defines the available techniques used for simulating a fog environmental visual effect. | |
| GeometryData | Contains complete description about renderable geometry.
This include one (or more) vertex buffer bound to one of vertex streams,
type of primitive (such as triangle list, strip, line list, point list etc),
and optional index buffer. If VertexData is set to null, nothing will be rendered. | |
| GraphicsCardVendor | Identify vendor of the graphics card if it can be recognized. | |
| GraphicsException | Base class for renderSystem exceptions | |
| GraphicsForm | ||
| HardwareCaps |
This serves as a way to query information about the capabilies of a 3D API and the
users hardware configuration. Also provide set of methods to check advanced capabilities in
convenient manner. Using this class is way faster than calling to GraphicsDevice
capabilities, since HardwareCaps reads values only once. A RenderPipeline should create and initialize an instance
of this class during device initialization so that it will be available for use ASAP for checking caps.
| |
| DeviceSettings..::..IconType | ||
| IFormHasFocus | ||
| IGraphicsResource | Define a graphics resource or its owner. Allows render pipeline
to dispose and recreate graphics resource upon resetting of graphics device,
i.e. when window size or screen mode changes. Implementors of this interface
should register themself with RenderPipeline.RegisterGraphicsResource method. | |
| ImageUtilities | ||
| IMaterialSupportDepthOfField | Material with support of rendering with Depth Of Field post-effect. | |
| IMaterialSupportInstancing | Defines material with hardware instancing support. | |
| IMaterialSupportObjectID | Defines material with support of outputting an object ID in floating point form. | |
| IMaterialSupportShadows | Define material with support calculation of shadow maps from shadow caster SceneObjects
and rendering shadow receiver SceneObjects with shadows.
| |
| IModelContainer | ||
| IModelImporter | ||
| IModelPrototypeConfigurator | ||
| ImpostorMap | Pre-renders actors into single texture to use it as imageset (set of impostors), i.e. to render billboards.
Resulting images are available from Texture property. Impostors of single actor
are grouped in a single ImpostorSet object which controls how to render actor, how many impostors
to create for it and other parameters. To obtain rectangular area of specific impostor within entire Texture,
call GetImpostorBounds method of specific ImpostorSet object. | |
| ImpostorMap..::..ImpostorMapPostProcessMaterial | ||
| ImpostorMap..::..ImpostorMapPostProcessShader | ||
| Model..::..ImpostorSettings | ||
| IndexData | Provides the data and usage information for an index buffer. | |
| IndicesPositionNormalUV | Index for each of {Position, Normal, Texture UV}.
| |
| IndicesPosSkinVertex | ||
| ModelImportersProvider..::..Intermediate3DFormat | ||
| ModelImportersProvider..::..IntermediateFormatChooser | ||
| IRenderable | Define renderable object. | |
| IRenderableSupportAdjustCameraSpace | Extends IRenderable interface with support of camera-adjusted space. | |
| IRenderableSupportMaterialLOD | Extends IRenderable interface with support of Material LODs. | |
| IRenderableSupportOpacity | Extends IRenderable interface with per-renderable opacity support. | |
| IRenderMaterial | Define common interface of renderable materials. | |
| ITransformProvider | ||
| LayerBlendModeEx |
Utility class for handling texture layer blending parameters.
| |
| LayerBlendOperation |
Lists the texture layer operations that are available on both multipass and multitexture
hardware.
| |
| LayerBlendSource |
Valid sources of values for texture layer blending operations.
| |
| LayerBlendType |
Texture blending mode.
| |
| Model..::..LevelOfDetailSettings |
Settings for biasing (or favoring lower or higher detail) level-of-detail (LOD) usage for a Model.
| |
| LightModel | ||
| LightType |
Defines the types of lights that can be added to a scene.
| |
| LinearFogSettings |
Settings for linear fog.
Fog equation for this case is: (z - Start) / (End - Start).
Range is given as Z values of each pixel in eye space.
| |
| Model..::..LodUsage..::..List | ||
| TextureReference..::..List | ||
| TextureEffect..::..List | ||
| OgreRenderTechnique..::..List | ||
| Material..::..LOD | Define set of optional material overrides for Level Of Details. | |
| LODGenerationArgs | ||
| Model..::..LodUsage | A way of recording the way each LOD is recorded this Model. | |
| Model..::..ImpostorSettings..::..MapSizeRating | ||
| MatchOptions |
Options on how to match items
| |
| MatchOptionSet | Used to choose a predefined set of triggers in MatchOptions struct. | |
| MatchType | Used when finding valid device settings | |
| Material | Contains implementation of material LOD definitions. | |
| MaterialClass |
Describe possible class (or kind) of materials.
| |
| MaterialLibrary | Contains set of library materials accessible by name. | |
| Model |
Resource holding data about a 3D Model.
| |
| ModelImportersProvider | ||
| ModelLibrary |
Handles the management of model resources.
| |
| Model..::..ModelLoader | ||
| ModelPart | Defines a part of a complete 3D Model. | |
| ModelSourceFormat | ||
| MountPoint | A mount point which designates specific location and orientation
relative to given part of model. | |
| SpatialDataRenderer..::..MousePointerQueryResult | ||
| NativeD3DHelper | Contains helper methods for RenderPipeline,
imported from D3D9 through interop dll. | |
| NativeWindowControl | Internally Control class used to attach V3D render output
to any window created in native Win32 application (working replacement for Control.FromHandle). | |
| NoCompatibleDevicesException |
No compatible devices were found for this application.
| |
| ImpostorMap..::..NormalMapGeneratorMaterial | ||
| ImpostorMap..::..NormalMapGeneratorShader | ||
| NormalMapType | ||
| OgreMaterialLibrary |
Class for managing Material settings.
| |
| OgreMaterialLibrary..::..OgreMaterialLoaderConstructorMethod | ||
| OgreRenderMaterial |
Class encapsulating the rendering properties of an object.
| |
| OgreRenderPass |
Class defining a single pass of a Technique (of a Material), ie
a single rendering call.
| |
| OgreRenderTechnique |
Class representing an approach to rendering a particular Material.
| |
| ActorPart..::..PartAnimator | ||
| RenderPipeline..::..PipelineState | Holds set of flags and properties define current state of render pipeline. | |
| PositionNormalUV | 32 bytes. Values for Position, Normal, UV.
Equivalent to XNA VertexPositionNormalTexture;
with IEquatable, so can use in
| |
| PositionNormalUVx | Values for each of {Position, Normal, Texture UV} indices.
| |
| PosSkinVertex | ||
| ProjectionType |
Type of projection used by the camera.
| |
| NativeD3DHelper..::..RECT | ||
| RenderContext | Contains information about current camera, renderable object and
other objects from rendering context. Provide lazy-load properties such as
WorldMatrix, Lights and others, used as input parameters passes to the shader
during rendering of single pass. | |
| RenderEventArgs | Arguments of RenderPipelineComponent.BeforeRender and AfterRender events. | |
| RenderFrameEventArgs | Used to supply info to the FrameStarted and FrameEnded events. | |
| RenderFrameEventType | Type of Render Frame Event - Starting, Started, or Ended | |
| RenderPipeline | Manages rendering of every single frame on associated graphics device. | |
| RenderPipelineComponent | Component of render pipeline - binds together Camera, Viewport, RenderTarget and
implements Render method which draws arbitrary geometry on render target.
Examples of pipeline components: 'Render Scene Graph', 'Perform Post Effect'
'Render GUI', 'Render To Texture' etc. | |
| RenderQueue | Render queue is a list of IRenderable objects scheduled for rendering.
Use it like standard List of IRenderable objects (invoke Add, Clear etc. methods).
To render items, call Render method. | |
| RenderQueueGroupID | Priorities that can be assigned to renderable objects for sorting in RenderQueue. | |
| RenderTarget | A 'canvas' which can receive the results of a rendering operation.
Call BeginUpdate to assign RenderTarget to graphics device, EndUpdate to
restore previous RT on graphics device, and Texture property to access rendering results. | |
| ResettingDeviceException |
Resetting the device failed
| |
| Model..::..ImpostorSettings..::..ResolutionSettings | ||
| ScaledColor | Used to scale colors by the static gamma factor.
This class is capable of directly controlling an external Color object, by passing
in a reference to an existing Color object.
| |
| SceneBlendType |
Types of blending that you can specify between an object and the existing contents of the scene.
| |
| ScreenUnit | Possible dimension units used for calculations of
screen-space coordinates in viewports. | |
| SerializedGraphicsBuffer | Helper class for graphics buffer (de)serialization. | |
| SerializedIndexBuffer | Serialization helper for index buffer with implicit conversion from/to XNA IndexBuffer class. | |
| SerializedVertexBuffer | Serialization helper for vertex buffer with implicit conversion from/to XNA VertexBuffer class. | |
| SerializedVertexDeclaration | Defines format of vertices when rendering vertex buffers. | |
| SerializedVertexElement | Element of VertexDeclaration, defines single attribute in vertex format. | |
| ShadingMode | Types for deciding how to shade geometry primitives. | |
| SkinnedAnimationTechnique | Which technique to use for skinned model animations. | |
| SpatialDataOutputShader | ||
| SpatialDataRenderer | Writes world position and world normal into floating-point RT
and provide methods to obtain last values of them. Updates RT at constant
time rate. | |
| Texture | Manages texture resource and provide properties and methods
to obtain texture info and get/set it's content. | |
| TextureAssetFile | Extends the AssetFile with properties specific to texture files. | |
| TextureEffect |
Class used to define parameters for a texture effect.
| |
| TextureEffectType |
Definition of the broad types of texture effect you can apply to a texture layer.
| |
| Texture..::..TextureEntry | ||
| TextureFiltering |
Texture filtering defining the different minification and magnification.
| |
| TextureLibrary | ||
| TextureOperation | Defines per-stage texture-blending operations. | |
| TextureReference |
Class representing the state of a single texture unit during a Pass of a
Technique, of a Material.
| |
| TextureSourceType | ||
| TextureTransform |
Useful enumeration when dealing with procedural transforms.
| |
| TextureType |
Enum identifying the texture type.
| |
| TexturingMode | ||
| ModelPart..::..TrackedProperties | ||
| Model..::..TrackedProperties | ||
| TransparencyMode |
Describe possible transparency modes of EffectsMaterial.
| |
| Unique_IndicesPositionNormalUVs | Detect unique combinations of {positionIndex, normalIndex, uvIndex).
Assign an index to each unique "PNU".
This will be used to minimize expansion of # vertices,
as map from incoming format (in which position is independent of normal, uv) to
V3D/DirectX format (in which the 3 are stored together, so can only share if all are same).
| |
| Unique_PositionNormalUVs | Detect unique combinations of {position, normal, uv).
Assign an index to each unique "PNU".
This will be used to minimize expansion of # vertices,
as map from incoming format (in which position is independent of normal, uv) to
V3D/DirectX format (in which the 3 are stored together, so can only share if all are same).
| |
| Unique_PosSkinVertexs | Detect unique combinations of {positionIndex, normalIndex, uvIndex, skinIndices, skinWeights).
Assign an index to each unique "PSV".
This will be used to minimize expansion of # vertices,
as map from incoming format (in which position is independent of normal, uv) to
V3D/DirectX format (in which the 5 are stored together, so can only share if all are same).
| |
| UniqueVertexElements<(Of <(<'T>)>)> | ||
| Vector2Ex |
Two-floats vector with Changed event.
| |
| Model..::..VertexAction2 | ||
| Model..::..VertexAction3 | ||
| Model..::..VertexAction4 | ||
| VertexData | References set of vertex buffers bound to specific vertex streams,
holds vertex format declaration and start/end vertex number. Also allows instanced
rendering through vertex frequencies assigned to each stream. | |
| GeometryData..::..VertexDataProcessor | ||
| Model..::..VertexNormalAction | ||
| VertexData..::..VertexOperation | ||
| Texture..::..VideoTextureEventArgs |
An argument to be passed by the NewVideoTexture Event.
| |
| Texture..::..VideoType | ||
| Model..::..ImpostorSettings..::..ViewAngleResolution | ||
| Viewport | Encapsulates a rendering rectangle on a render target. | |
| WndProcCallback | ||
| XnaNotFoundException |
The No XNA exception. Something really had to go wrong for this to occur.
|