Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Types
| All Types | Classes | Interfaces |
| Name | Description | |
|---|---|---|
| ForcedLowQualityMaterial | Special case material used to render scene objects in forced
low quality mode (no textures, simple lighting, no transparency). | |
| ForcedLowQualityShader | Shader used to render ForcedLowQualityMaterial. | |
| FXMaterial | Implements rendering of DirectX FX shaders as materials. | |
| IHasProxyMaterial | ||
| IProxyMaterial | ||
| MultiPassMaterial<(Of <(<'TShader>)>)> | Easy-to-use base class for multipass materials. Each pass is configured
independently and has own Shader and Pass instance in corresponding collections (Shaders and Passes). | |
| RenderMaterial | Implements the rendering of material. Depending on nature of material,
actual implementation could either refer to XNA Effect, or use own logic.
There are two obligatory methods to be implemented in material of any kind:
GetNumberOfPasses and BeginPass. | |
| RenderPass | Base class for material passes with explicitly defined render states.
Does not assign any textures or shaders to graphics device, only assigns render
states according to current values of RenderPass properties. | |
| SinglePassMaterial<(Of <(<'TShader>)>)> | Easy-to-use base class for single pass materials. Pass and shader are accessible
via Pass and Shader properties. Override BeginPass method in your derived class. |