Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
 

Types

                  
 All Types  Classes   Structures  Interfaces  Enumerations  Delegates 
 NameDescription
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.