Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Implements cube mapping based texturing. Allows to do simple reflections. Uses camera vector and surface normal to calculate texture coordinates.
Defines a set of methods for a shader, which supports environment mapped texturing.
Describe a shader which supports parallax offset for texturing, normal mapping etc.
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.
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.
Basic 2D texturing with optional transformations of texture coordinates.