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

Types

         
 All Types  Classes   Interfaces 
 NameDescription
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.