Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Types
| All Types | Classes | Interfaces |
| Name | Description | |
|---|---|---|
| EnvMapTextureSource |
Implements cube mapping based texturing. Allows
to do simple reflections. Uses camera vector and surface normal
to calculate texture coordinates.
| |
| IEnvMapHostShader |
Defines a set of methods for a shader, which supports environment mapped
texturing.
| |
| IParallaxOffsetHostShader |
Describe a shader which supports parallax offset for texturing,
normal mapping etc.
| |
| TextureCoordinateProvider |
Manages a single set of texture coordinates. Allows to programmatically
control over TEXCOORD index and seamlessly group (pack) multiple TEXCOORDS into one unit,
if smaller data width is used.
| |
| TextureSource |
Base class for texturing color source, such as 2D, Cube, composite texture,
masked texture, procedural texture etc. This class implements packing and sharing
of TEXCOORDs passed from VS->PS, doing packing/unpacking under the hood to increase
number of texture sources (without this it's limited to number of TEXCOORDS for VS->PS, it's 7).
Inherited shaders override CalcTexCoordVS() and use GetTexCoordVS()/SetTexCoordPS() to
calculate/pack texture coordinates; overriden GetTexColor() returns resulting
color from texture during pixel shader stage, optionally using GetTexCoordPS() to unpack texcoord.
| |
| TwoDTextureSource |
Basic 2D texturing with optional transformations of texture coordinates.
|