From 9fe069a21cd9ac5e20380fd1e20b294a975d616f Mon Sep 17 00:00:00 2001 From: janavarro95 Date: Sun, 14 Aug 2016 12:33:05 -0700 Subject: [PATCH] Delete Microsoft.Xna.Framework.Graphics.xml --- .../Microsoft.Xna.Framework.Graphics.xml | 3431 ----------------- 1 file changed, 3431 deletions(-) delete mode 100644 Stardew%20Valley%20Mods/BuyBackCollectables/BuyBackCollectables/BuyBackCollectables/bin/Debug/Microsoft.Xna.Framework.Graphics.xml diff --git a/Stardew%20Valley%20Mods/BuyBackCollectables/BuyBackCollectables/BuyBackCollectables/bin/Debug/Microsoft.Xna.Framework.Graphics.xml b/Stardew%20Valley%20Mods/BuyBackCollectables/BuyBackCollectables/BuyBackCollectables/bin/Debug/Microsoft.Xna.Framework.Graphics.xml deleted file mode 100644 index e9b15607..00000000 --- a/Stardew%20Valley%20Mods/BuyBackCollectables/BuyBackCollectables/BuyBackCollectables/bin/Debug/Microsoft.Xna.Framework.Graphics.xml +++ /dev/null @@ -1,3431 +0,0 @@ - - - - - Contains a configurable effect that supports alpha testing. - - - Creates a new AlphaTestEffect by cloning parameter settings from an existing instance. - A copy of an AlphaTestEffect. - - - Creates a new AlphaTestEffect with default parameter settings. - A graphics device. - - - Gets or sets the material alpha which determines its transparency. Range is between 1 (fully opaque) and 0 (fully transparent). - - - Gets or sets the compare function for alpha test. The default value is Greater. - - - Creates a clone of the current AlphaTestEffect instance. - - - Gets or sets the diffuse color for a material, the range of color values is from 0 to 1. - - - Gets or sets the fog color, the range of color values is from 0 to 1. - - - Gets or sets the fog enable flag. - - - Gets or sets the maximum z value for fog. - - - Gets or sets the minimum z value for fog. - - - Computes derived parameter values immediately before applying the effect using a lazy architecture. - - - Gets or sets the projection matrix. - - - Gets or sets the reference alpha value, the default value is 0. - - - Gets or sets the current texture. - - - Gets or sets whether vertex color is enabled. - - - Gets or sets the view matrix. - - - Gets or sets the world matrix. - - - Contains a basic rendering effect. - - - Creates an instance of this object. - An instance of a object to copy initialization data from. - - - Creates an instance of this object. - A device. - - - Gets or sets the material alpha which determines its transparency. Range is between 1 (fully opaque) and 0 (fully transparent). - - - Gets or sets the ambient color for a light, the range of color values is from 0 to 1. - - - Create a copy of this object. - - - Gets or sets the diffuse color for a material, the range of color values is from 0 to 1. - - - Gets the first directional light for this effect. - - - Gets the second directional light for this effect. - - - Gets the third directional light for this effect. - - - Gets or sets the emissive color for a material, the range of color values is from 0 to 1. - - - Enables default lighting for this effect. - - - Gets or sets the fog color, the range of color values is from 0 to 1. - - - Enables fog. - - - Gets or sets the maximum z value for fog. - - - Gets or sets the minimum z value for fog. - - - Enables lighting for this effect. - - - Computes derived parameter values immediately before applying the effect. - - - Gets or sets a value indicating that per-pixel lighting should be used if it is available for the current adapter. Per-pixel lighting is available if a graphics adapter supports Pixel Shader Model 2.0. - - - - - - Gets or sets the specular color for a material, the range of color values is from 0 to 1. - - - Gets or sets the specular power of this effect material. - - - Gets or sets a texture to be applied by this effect. - - - Enables textures for this effect. - - - Enables use vertex colors for this effect. - - - - - - - - - Defines color blending factors. - - - Each component of the color is multiplied by a constant set in BlendFactor. - - - Each component of the color is multiplied by the alpha value of the destination. This can be represented as (Ad, Ad, Ad, Ad), where Ad is the destination alpha value. - - - Each component color is multiplied by the destination color. This can be represented as (Rd, Gd, Bd, Ad), where R, G, B, and A respectively stand for red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the inverse of a constant set in BlendFactor. - - - Each component of the color is multiplied by the inverse of the alpha value of the destination. This can be represented as (1 − Ad, 1 − Ad, 1 − Ad, 1 − Ad), where Ad is the alpha destination value. - - - Each component of the color is multiplied by the inverse of the destination color. This can be represented as (1 − Rd, 1 − Gd, 1 − Bd, 1 − Ad), where Rd, Gd, Bd, and Ad respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by the inverse of the alpha value of the source. This can be represented as (1 − As, 1 − As, 1 − As, 1 − As), where As is the alpha destination value. - - - Each component of the color is multiplied by the inverse of the source color. This can be represented as (1 − Rs, 1 − Gs, 1 − Bs, 1 − As) where R, G, B, and A respectively stand for the red, green, blue, and alpha destination values. - - - Each component of the color is multiplied by (1, 1, 1, 1). - - - Each component of the color is multiplied by the alpha value of the source. This can be represented as (As, As, As, As), where As is the alpha source value. - - - Each component of the color is multiplied by either the alpha of the source color, or the inverse of the alpha of the source color, whichever is greater. This can be represented as (f, f, f, 1), where f = min(A, 1 − Ad). - - - Each component of the color is multiplied by the source color. This can be represented as (Rs, Gs, Bs, As), where R, G, B, and A respectively stand for the red, green, blue, and alpha source values. - - - Each component of the color is multiplied by (0, 0, 0, 0). - - - Defines how to combine a source color with the destination color already on the render target for color blending. - - - The result is the destination added to the source. Result = (Source Color * Source Blend) + (Destination Color * Destination Blend) - - - The result is the maximum of the source and destination. Result = max( (Source Color * Source Blend), (Destination Color * Destination Blend) ) - - - The result is the minimum of the source and destination. Result = min( (Source Color * Source Blend), (Destination Color * Destination Blend) ) - - - The result is the source subtracted from the destination. Result = (Destination Color * Destination Blend) − (Source Color * Source Blend) - - - The result is the destination subtracted from the source. Result = (Source Color * Source Blend) − (Destination Color * Destination Blend) - - - Contains blend state for the device. - - - Creates an instance of the BlendState class with default values, using additive color and alpha blending. - - - A built-in state object with settings for additive blend that is adding the destination data to the source data without using alpha. - - - A built-in state object with settings for alpha blend that is blending the source and destination data using alpha. - - - Gets or sets the arithmetic operation when blending alpha values. The default is BlendFunction.Add. - - - Gets or sets the blend factor for the destination alpha, which is the percentage of the destination alpha included in the blended result. The default is Blend.One. - - - Gets or sets the alpha blend factor. The default is Blend.One. - - - Gets or sets the four-component (RGBA) blend factor for alpha blending. - - - Gets or sets the arithmetic operation when blending color values. The default is BlendFunction.Add. - - - Gets or sets the blend factor for the destination color. The default is Blend.One. - - - Gets or sets the blend factor for the source color. The default is Blend.One. - - - Gets or sets which color channels (RGBA) are enabled for writing during color blending. The default value is ColorWriteChannels.None. - - - Gets or sets which color channels (RGBA) are enabled for writing during color blending. The default value is ColorWriteChannels.None. - - - Gets or sets which color channels (RGBA) are enabled for writing during color blending. The default value is ColorWriteChannels.None. - - - Gets or sets which color channels (RGBA) are enabled for writing during color blending. The default value is ColorWriteChannels.None. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets or sets a bitmask which defines which samples can be written during multisampling. The default is 0xffffffff. - - - A built-in state object with settings for blending with non-premultipled alpha that is blending source and destination data by using alpha while assuming the color data contains no alpha information. - - - A built-in state object with settings for opaque blend that is overwriting the source with the destination data. - - - Specifies special usage of the buffer contents. - - - None - - - Indicates that the application only writes to the vertex buffer. If specified, the driver chooses the best memory location for efficient writing and rendering. Attempts to read from a write-only vertex buffer fail. - - - Specifies the buffer to use when calling Clear. - - - A depth buffer. - - - A stencil buffer. - - - A render target. - - - Defines the color channels that can be chosen for a per-channel write to a render target color buffer. - - - All buffer channels. - - - Alpha channel of a buffer. - - - Blue channel of a buffer. - - - Green channel of a buffer. - - - No channel selected. - - - Red channel of a buffer. - - - Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. - - - Always pass the test. - - - Accept the new pixel if its value is equal to the value of the current pixel. - - - Accept the new pixel if its value is greater than the value of the current pixel. - - - Accept the new pixel if its value is greater than or equal to the value of the current pixel. - - - Accept the new pixel if its value is less than the value of the current pixel. - - - Accept the new pixel if its value is less than or equal to the value of the current pixel. - - - Always fail the test. - - - Accept the new pixel if its value does not equal the value of the current pixel. - - - Defines the faces of a cube map in the TextureCube class type. - - - Negative x-face of the cube map. - - - Negative y-face of the cube map. - - - Negative z-face of the cube map. - - - Positive x-face of the cube map. - - - Positive y-face of the cube map. - - - Positive z-face of the cube map. - - - Defines winding orders that may be used to identify back faces for culling. - - - Cull back faces with clockwise vertices. - - - Cull back faces with counterclockwise vertices. - - - Do not cull back faces. - - - Defines the format of data in a depth-stencil buffer. Reference page contains links to related conceptual articles. - - - A buffer that contains 16-bits of depth data. - - - A buffer that contains 24-bits of depth data. - - - A 32 bit buffer that contains 24 bits of depth data and 8 bits of stencil data. - - - Do not create a depth buffer. - - - Contains depth-stencil state for the device. - - - Creates an instance of DepthStencilState with default values. - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-buffer test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - Gets or sets the stencil operation to perform if the stencil test fails for a counterclockwise triangle. The default is StencilOperation.Keep. - - - Gets or sets the comparison function to use for counterclockwise stencil tests. The default is CompareFunction.Always. - - - Gets or sets the stencil operation to perform if the stencil and depth-tests pass for a counterclockwise triangle. The default is StencilOperation.Keep. - - - A built-in state object with default settings for using a depth stencil buffer. - - - Enables or disables depth buffering. The default is true. - - - Gets or sets the comparison function for the depth-buffer test. The default is CompareFunction.LessEqual - - - Enables or disables writing to the depth buffer. The default is true. - - - A built-in state object with settings for enabling a read-only depth stencil buffer. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - A built-in state object with settings for not using a depth stencil buffer. - - - Specifies a reference value to use for the stencil test. The default is 0. - - - Gets or sets the stencil operation to perform if the stencil test passes and the depth-test fails. The default is StencilOperation.Keep. - - - Gets or sets stencil enabling. The default is false. - - - Gets or sets the stencil operation to perform if the stencil test fails. The default is StencilOperation.Keep. - - - Gets or sets the comparison function for the stencil test. The default is CompareFunction.Always. - - - Gets or sets the mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default mask is Int32.MaxValue. - - - Gets or sets the stencil operation to perform if the stencil test passes. The default is StencilOperation.Keep. - - - Gets or sets the write mask applied to values written into the stencil buffer. The default mask is Int32.MaxValue. - - - Enables or disables two-sided stenciling. The default is false. - - - The exception that is thrown when the device has been lost, but cannot be reset at this time. Therefore, rendering is not possible. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - The exception that is thrown when the device has been lost, but can be reset at this time. - - - Initializes a new instance of this class. - - - Initializes a new instance of this class with a specified error message. - A message that describes the error. - - - Initializes a new instance of this class with a specified error message and a reference to the inner exception that is the cause of this exception. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Creates a DirectionalLight object. - - - Creates a new DirectionalLight instance, with or without a copy of a DirectionalLight instance. - The light direction. - The diffuse color. - The specular color. - The cloned instance to copy from. - - - Gets or sets the diffuse color of the light. - - - Gets or sets the light direction. This value must be a unit vector. - - - Gets or sets light enable flag. - - - Gets or sets the specular color of the light. - - - Describes the display mode. - - - Gets the aspect ratio used by the graphics device. - - - Gets a value indicating the surface format of the display mode. - - - Gets a value indicating the screen height, in pixels. - - - Returns the title safe area of the display. - - - Retrieves a string representation of this object. - - - Gets a value indicating the screen width, in pixels. - - - Manipulates a collection of DisplayMode structures. - - - Gets an enumerator that can iterate through the DisplayModeCollection. - - - Retrieves the DisplayMode structure with the specified format. - The format of the DisplayMode to retrieve. - - - Gets a collection of display modes available for this format. - - - Contains a configurable effect that supports two-layer multitexturing. - - - Creates a new DualTextureEffect by cloning parameter settings from an existing instance. - The object to clone. - - - Creates a new DualTextureEffect with default parameter settings. - The graphics device. - - - Gets or sets the material alpha which determines its transparency. Range is between 1 (fully opaque) and 0 (fully transparent). - - - Creates a clone of the current DualTextureEffect instance. - - - Gets or sets the diffuse color for a material, the range of color values is from 0 to 1. - - - Gets or sets the fog color, the range of color values is from 0 to 1. - - - Gets or sets the fog enable flag. - - - Gets or sets the maximum z value for fog. - - - Gets or sets the minimum z value for fog. - - - Computes derived parameter values immediately before applying the effect. - - - Gets or sets the projection matrix. - - - Gets or sets the current base texture. - - - Gets or sets the current overlay texture. - - - Gets or sets whether per-vertex color is enabled. - - - Gets or sets the view matrix. - - - Gets or sets the world matrix. - - - - - - Create a new instance of this class. - The associated graphics device. - Size of each index element. - Number of indices in the buffer. - Behavior options. - - - Create a new instance of this class. - The associated graphics device. - The index type. - The number of indicies in the buffer. - Behavior options. - - - Occurs when resources are lost due to a lost device event. - - - - Determines if the index buffer data has been lost due to a lost device event. - - - Sets dynamic index buffer data, specifying the offset, start index, number of elements and options. - Offset in bytes from the beginning of the buffer to the data. - Array of data. - The first element to use. - The number of elements to use. - Specifies whether existing data in the buffer will be kept after this operation. Dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - Sets dynamic index buffer data, specifying the start index, number of elements and options. - Array of data. - The first element to use. - The number of elements to use. - Specifies whether existing data in the buffer will be kept after this operation. Dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the index buffer. - - - - - - Creates a new instance of this object. - The graphics device. - The vertex declaration, which describes per-vertex data. - The number of vertices. - Behavior options; it is good practice for this to match the createOptions parameter in the GraphicsDevice constructor. - - - Creates a new instance of this object. - The graphics device. - The data type. - The number of vertices. - Behavior options; it is good practice for this to match the createOptions parameter in the GraphicsDevice constructor. - - - Occurs when resources are lost due to a lost device event. - - - - Determines if the index buffer data has been lost due to a lost device event. - - - Sets dynamic vertex buffer data, specifying the offset, start index, number of elements and vertex stride. - Offset in bytes from the beginning of the buffer to the data. - Array of data. - The first element to use. - The number of elements to use. - The size, in bytes, of the elements in the vertex buffer. - Specifies whether existing data in the buffer will be kept after this operation. Dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Sets dynamic vertex buffer data, specifying the start index, number of elements and options. - Array of data. - The first element to use. - The number of elements to use. - Specifies whether existing data in the buffer will be kept after this operation. Dynamic geometry may be rendered on the Xbox 360 by using DrawUserIndexedPrimitives instead of setting the data for the vertex buffer. - - - Used to set and query effects, and to choose techniques. Reference page contains links to related conceptual articles. - - - Creates an instance of this object. - An object to copy. - - - Creates an instance of this object. - The device. - The effect code. - - - Copies data from an existing object to this object. - - - Gets or sets the active technique. Reference page contains code sample. - - - Releases the unmanaged resources used by the Effect and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Applies the effect state just prior to rendering the effect. - - - Gets a collection of parameters used for this effect. - - - Gets a collection of techniques that are defined for this effect. Reference page contains code sample. - - - Represents an annotation to an EffectParameter. - - - Gets the number of columns in this effect annotation. - - - Gets the value of the EffectAnnotation as a Boolean. - - - Gets the value of the EffectAnnotation as a Int32. - - - Gets the value of the EffectAnnotation as a Int32. - - - Gets the value of the EffectAnnotation as a Single. - - - Gets the value of the EffectAnnotation as a String. - - - Gets the value of the EffectAnnotation as a Vector2. - - - Gets the value of the EffectAnnotation as a Vector3. - - - Gets the value of the EffectAnnotation as a Vector4. - - - Gets the name of the effect annotation. - - - Gets the parameter class of this effect annotation. - - - Gets the parameter type of this effect annotation. - - - Gets the row count of this effect annotation. - - - Gets the semantic of this effect annotation. - - - Manipulates a collection of EffectAnnotation objects. - - - Gets the number of EffectAnnotation objects in this EffectAnnotationCollection. - - - Gets an enumerator that can iterate through the EffectAnnotationCollection. - - - Gets an enumerator that can iterate through the EffectAnnotationCollection. - - - Gets an enumerator that can iterate through the EffectAnnotationCollection. - - - Gets a specific EffectAnnotation object by using an index value. - Index of the EffectAnnotation to get. - - - Gets a specific EffectAnnotation object by using a name. - Name of the EffectAnnotation to get. - - - Contains an effect subclass which is used to load data for an EffectMaterialContent type. - - - Creates an instance of this object. - An instance of an object to copy initialization data from. - - - Represents an Effect parameter. Reference page contains code sample. - - - Gets the collection of EffectAnnotation objects for this parameter. - - - Gets the number of columns in the parameter description. - - - Gets the collection of effect parameters. - - - Gets the value of the EffectParameter as a Boolean. - - - Gets the value of the EffectParameter as an array of Boolean. - The number of elements in the array. - - - Gets the value of the EffectParameter as an Int32. - - - Gets the value of the EffectParameter as an array of Int32. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Matrix. - - - Gets the value of the EffectParameter as an array of Matrix. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Matrix transpose. - - - Gets the value of the EffectParameter as an array of Matrix transpose. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Quaternion. - - - Gets the value of the EffectParameter as an array of Quaternion. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Single. - - - Gets the value of the EffectParameter as an array of Single. - The number of elements in the array. - - - Gets the value of the EffectParameter as an String. - - - Gets the value of the EffectParameter as a Texture2D. - - - Gets the value of the EffectParameter as a Texture3D. - - - Gets the value of the EffectParameter as a TextureCube. - - - Gets the value of the EffectParameter as a Vector2. - - - Gets the value of the EffectParameter as an array of Vector2. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Vector3. - - - Gets the value of the EffectParameter as an array of Vector3. - The number of elements in the array. - - - Gets the value of the EffectParameter as a Vector4. - - - Gets the value of the EffectParameter as an array of Vector4. - The number of elements in the array. - - - Gets the name of the parameter. - - - Gets the class of the parameter. - - - Gets the type of the parameter. - - - Gets the number of rows in the parameter description. - - - Gets the semantic meaning, or usage, of the parameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - [MarshalAsAttribute(U1)] The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter. - The value to assign to the EffectParameter. - - - Sets the value of the EffectParameter to the transpose of a Matrix. - The value. - - - Sets the value of the EffectParameter to the transpose of a Matrix. - The value. - - - Gets the collection of structure members. - - - Defines classes that can be used for effect parameters or shader constants. - - - Constant is a matrix. - - - Constant is either a texture, a shader, or a string. - - - Constant is a scalar. - - - Constant is a structure. - - - Constant is a vector. - - - Manipulates a collection of EffectParameter objects. - - - Gets the number of EffectParameter objects in this EffectParameterCollection. - - - Gets an enumerator that can iterate through EffectParameterCollection. - - - Gets an enumerator that can iterate through EffectParameterCollection. - - - Gets an enumerator that can iterate through the EffectParameterCollection. - - - Gets an effect parameter from its semantic usage. - The semantic meaning, or usage, of the parameter. - - - Gets a specific EffectParameter object by using an index value. - Index of the EffectParameter to get. - - - Gets a specific EffectParameter by name. - The name of the EffectParameter to retrieve. - - - Defines types that can be used for effect parameters or shader constants. - - - Parameter is a Boolean. Any nonzero value passed in will be mapped to 1 (TRUE) before being written into the constant table; otherwise, the value will be set to 0 in the constant table. - - - Parameter is an integer. Any floating-point values passed in will be rounded off (to zero decimal places) before being written into the constant table. - - - Parameter is a floating-point number. - - - Parameter is a string. - - - Parameter is a texture. - - - Parameter is a 1D texture. - - - Parameter is a 2D texture. - - - Parameter is a 3D texture. - - - Parameter is a cube texture. - - - Parameter is a void pointer. - - - Contains rendering state for drawing with an effect; an effect can contain one or more passes. - - - Gets the set of EffectAnnotation objects for this EffectPass. - - - Begins this pass. - - - Gets the name of this pass. - - - Manipulates a collection of EffectPass objects. - - - Gets the number of objects in the collection. - - - Gets an enumerator that can iterate through the EffectPassCollection. - - - Gets an enumerator that can iterate through the EffectPassCollection. - - - Gets an enumerator that can iterate through the EffectPassCollection. - - - Gets a specific element in the collection by using an index value. - Index of the EffectPass to get. - - - Gets a specific element in the collection by using a name. - Name of the EffectPass to get. - - - Represents an effect technique. Reference page contains code sample. - - - Gets the EffectAnnotation objects associated with this technique. - - - Gets the name of this technique. - - - Gets the collection of EffectPass objects this rendering technique requires. - - - Manipulates a collection of EffectTechnique objects. - - - Gets the number of objects in the collection. - - - Gets an enumerator that can iterate through the EffectTechniqueCollection. - - - Gets an enumerator that can iterate through the EffectTechniqueCollection. - - - Gets an enumerator that can iterate through the EffectTechniqueCollection. - - - Gets a specific element in the collection by using an index value. - Index of the EffectTechnique to get. - - - Gets a specific element in the collection by using a name. - Name of the EffectTechnique to get. - - - Contains a configurable effect that supports environment mapping. - - - Creates a new EnvironmentMapEffect by cloning parameter settings from an existing instance. - An existing instance. - - - Creates a new EnvironmentMapEffect with default parameter settings. - The graphics device. - - - Gets or sets the material alpha which determines its transparency. Range is between 1 (fully opaque) and 0 (fully transparent). - - - Gets or sets the ambient color for a light, the range of color values is from 0 to 1. - - - Creates a clone of the current EnvironmentMapEffect instance. - - - Gets or sets the diffuse color for a material, the range of color values is from 0 to 1. - - - Gets the first directional light. - - - Gets the second directional light. - - - Gets the third directional light. - - - Gets or sets the emissive color for a material, the range of color values is from 0 to 1. - - - Sets up standard key, fill, and back lighting for an EnvironmentMapEffect. - - - Gets or sets the current environment map texture. - - - Gets or sets the amount of the environment map color (RGB) that will be blended over the base texture. The value ranges from 0 to 1; the default value is 1. - - - Gets or sets the amount of the environment map alpha value that will be added to the base texture. The value ranges from 0 to 1; the default value is 0. - - - Gets or sets the fog color, the range of color values is from 0 to 1. - - - Gets or sets the fog enable flag. - - - Gets or sets the maximum z value for fog. - - - Gets or sets the minimum z value for fog. - - - Gets or sets the Fresnel factor used for the environment map blending. - - - Enables lighting in an EnvironmentMapEffect. - - - Computes derived parameter values immediately before applying the effect. - - - Gets or sets the projection matrix. - - - Gets or sets the current texture. - - - Gets or sets the view matrix. - - - Gets or sets the world matrix. - - - Describes options for filling the vertices and lines that define a primitive. - - - Draw solid faces for each primitive. - - - Draw lines connecting the vertices that define a primitive face. - - - Provides methods to retrieve and manipulate graphics adapters. - - - Collection of available adapters on the system. - - - Gets the current display mode. - - - Gets the default adapter. - - - Retrieves a string used for presentation to the user. - - - Retrieves a value that is used to help identify a particular chip set. - - - Retrieves a string that contains the device name for a Microsoft Windows Graphics Device Interface (GDI). - - - Determines if this instance of GraphicsAdapter is the default adapter. - - - Tests to see if the adapter supports the requested profile. - The graphics profile. - - - Determines if the graphics adapter is in widescreen mode. - - - Retrieves the handle of the monitor associated with the Microsoft Direct3D object. - - - Queries the adapter for support for the requested back buffer format. - The graphics profile. - The requested surface data format. - The requested depth buffer format. - The requested number of multisampling locations. - [OutAttribute] The best format the adapter supports for the requested surface data format. - [OutAttribute] The best format the adapter supports for the requested depth data format. - [OutAttribute] The best format the adapter supports for the requested number of multisampling locations. - - - Queries the adapter for support for the requested render target format. - The graphics profile. - The requested surface data format. - The requested depth buffer format. - The requested number of multisampling locations. - [OutAttribute] The best format the adapter supports for the requested surface data format. - [OutAttribute] The best format the adapter supports for the requested depth data format. - [OutAttribute] The best format the adapter supports for the requested number of multisampling locations. - - - Retrieves a value used to help identify the revision level of a particular chip set. - - - Retrieves a value used to identify the subsystem. - - - Returns a collection of supported display modes for the current adapter. - - - Gets or sets a NULL device. - - - Gets or sets a reference device. - - - Retrieves a value used to identify the manufacturer. - - - Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. - - - Creates an instance of this object. - The display adapter. - The graphics profile. - The presentation options. - - - Gets the graphics adapter. - - - Gets or sets the color used for a constant-blend factor during alpha blending. The default value is Color.White. - - - Gets or sets a system-defined instance of a blend state object initialized for alpha blending. The default value is BlendState.Opaque. - - - Clears resource buffers. - Set this color value in all buffers. - - - Clears resource buffers. - Options for clearing a buffer. - Set this color value in the buffer. - Set this depth value in the buffer. - Set this stencil value in the buffer. - - - Clears resource buffers. - Options for clearing a buffer. - Set this four-component color value in the buffer. - Set this depth value in the buffer. - Set this stencil value in the buffer. - - - Gets or sets a system-defined instance of a depth-stencil state object. The default value is DepthStencilState.Default. - - - Occurs when a GraphicsDevice is about to be lost (for example, immediately before a reset). Reference page contains code sample. - - - - Occurs after a GraphicsDevice is reset, allowing an application to recreate all resources. - - - - Occurs when a GraphicsDevice is resetting, allowing the application to cancel the default handling of the reset. Reference page contains code sample. - - - - Retrieves the display mode's spatial resolution, color resolution, and refresh frequency. Reference page contains code sample. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. Reference page contains code sample. - - - - Renders the specified geometric primitive, based on indexing into an array of vertices. - Describes the type of primitive to render. PrimitiveType.PointList is not supported with this method. - Offset to add to each vertex index in the index buffer. - Minimum vertex index for vertices used during the call. The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter. - Number of vertices used during the call. The first vertex is located at index: baseVertex + minVertexIndex. - Location in the index array at which to start reading vertices. - Number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. - - - Draws a series of instanced models. - The primitive type. - Offset to add to each vertex index in the index buffer. - Minimum vertex index for vertices used during the call. The minVertexIndex parameter and all of the indices in the index stream are relative to the baseVertex parameter. - Number of vertices used during the call. The first vertex is located at index: baseVertex + minVertexIndex. - Location in the index array at which to start reading vertices. - Number of primitives to render. The number of vertices used is a function of primitiveCount and primitiveType. - Number of primitives to render. - - - Renders a sequence of non-indexed geometric primitives of the specified type from the current set of data input streams. - Describes the type of primitive to render. - Index of the first vertex to load. Beginning at startVertex, the correct number of vertices is read out of the vertex buffer. - Number of primitives to render. The primitiveCount is the number of primitives as determined by the primitive type. If it is a line list, each primitive has two vertices. If it is a triangle list, each primitive has three vertices. - - - Renders indexed primitives from a 16-bit index buffer and other related input parameters. - The primitive type. - The vertex data. - Offset (in vertices) from the beginning of the vertex buffer to the first vertex to draw. - Number of vertices to draw. - The index data. - Offset (in indices) from the beginning of the index buffer to the first index to use. - Number of primitives to render. - - - Renders indexed primitives from a 16-bit index buffer, a vertex declaration, and other related input parameters. - The primitive type. - The vertex data. - Offset (in vertices) from the beginning of the vertex buffer to the first vertex to draw. - Number of vertices to draw. - The index data. - Offset (in indices) from the beginning of the index buffer to the first index to use. - Number of primitives to render. - The vertex declaration. - - - Renders indexed primitives from a 32-bit index buffer and other related input parameters. - The primitive type. - The vertex data. - Offset (in vertices) from the beginning of the vertex buffer to the first vertex to draw. - Number of vertices to draw. - The index data. - Offset (in indices) from the beginning of the index buffer to the first index to use. - Number of primitives to render. - - - Renders indexed primitives from a 32-bit index buffer, a vertex declaration, and other related input parameters. - The primitive type. - The vertex data. - Offset (in vertices) from the beginning of the vertex buffer to the first vertex to draw. - Number of vertices to draw. - The index data. - Offset (in indices) from the beginning of the index buffer to the first index to use. - Number of primitives to render. - The vertex declaration. - - - Draws primitives. - Describes the type of primitive to render. - The vertex data. - Offset (in vertices) from the beginning of the buffer to start reading data. - Number of primitives to render. - - - Draws primitives. - Describes the type of primitive to render. - The vertex data. - Offset (in vertices) from the beginning of the buffer to start reading data. - Number of primitives to render. - The vertex declaration, which defines per-vertex data. - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the contents of the back buffer. - The section of the back buffer to copy. null indicates the data will be copied from the entire back buffer. - Array of data. - The first element to use. - The number of elements to use. - - - Gets the contents of the back buffer. - Array of data. - - - Gets the contents of the back buffer. - Array of data. - The first element to use. - The number of elements to use. - - - Gets a render target surface. - - - Gets the vertex buffers. - - - Retrieves the status of the device. - - - Gets the graphics profile. The default value is GraphicsProfile.Reach. - - - Gets or sets index data. The default value is null. - - - Gets a value that indicates whether the object is disposed. - - - Gets or sets a bitmask controlling modification of the samples in a multisample render target. The default value is -1 (0xffffffff). - - - Presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. - - - Specifies the window target for a presentation and presents the display with the contents of the next buffer in the sequence of back buffers owned by the GraphicsDevice. - The source rectangle. If null, the entire source surface is presented. If the rectangle exceeds the source surface, the rectangle is clipped to the source surface. - The destination rectangle, in window client coordinates. If null, the entire client area is filled. If the rectangle exceeds the destination client area, the rectangle is clipped to the destination client area. - Destination window containing the client area that is the target for this presentation. If not specified, this is DeviceWindowHandle. - - - Gets the presentation parameters associated with this graphics device. - - - Gets or sets rasterizer state. The default value is RasterizerState.CullCounterClockwise. - - - Gets or sets a reference value for stencil testing. The default value is zero. - - - Resets the presentation parameters for the current GraphicsDevice. - - - Resets the current GraphicsDevice with the specified PresentationParameters. - Describes the new presentation parameters. This value cannot be null. - - - Resets the specified Reset with the specified presentation parameters. - Describes the new presentation parameters. This value cannot be null. - The graphics device being reset. - - - Occurs when a resource is created. - The event data. - - - Occurs when a resource is destroyed. - The event data. - - - Retrieves a collection of SamplerState objects for the current GraphicsDevice. - - - Gets or sets the rectangle used for scissor testing. By default, the size matches the render target size. - - - Sets a new render target for this GraphicsDevice. - A new render target for the device, or null to set the device render target to the back buffer of the device. - - - Sets a new render target for this GraphicsDevice. - A new render target for the device, or null to set the device render target to the back buffer of the device. - The cube map face type. - - - Sets an array of render targets. - [ParamArrayAttribute] An array of render targets. - - - Sets or binds a vertex buffer to the device. - A vertex buffer. - - - Sets or binds a vertex buffer to the device. - A vertex buffer. - The offset (in vertices) from the beginning of the buffer. - - - Sets the vertex buffers. - [ParamArrayAttribute] An array of vertex buffers. - - - Returns the collection of textures that have been assigned to the texture stages of the device. Reference page contains code sample. - - - Gets the collection of vertex sampler states. - - - Gets the collection of vertex textures that support texture lookup in the vertex shader using the texldl statement. The vertex engine contains four texture sampler stages. - - - Gets or sets a viewport identifying the portion of the render target to receive draw calls. Reference page contains code sample. - - - Describes the status of the device. - - - The device has been lost. - - - The device is normal. - - - The device has not been reset. - - - Identifies the set of supported devices for the game based on device capabilities. - - - Use the largest available set of graphic features and capabilities to target devices, such as an Xbox 360 console and a Windows-based computer, that have more enhanced graphic capabilities. - - - Use a limited set of graphic features and capabilities, allowing the game to support the widest variety of devices, including all Windows-based computers and Windows Phone. - - - Queries and prepares resources. - - - Immediately releases the unmanaged resources used by this object. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Occurs when Dispose is called or when this object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. - - - - Allows this object to attempt to free resources and perform other cleanup operations before garbage collection reclaims the object. - - - Gets the GraphicsDevice associated with this GraphicsResource. - - - Gets a value that indicates whether the object is disposed. - - - Gets the name of the resource. - - - Gets the resource tags for this resource. - - - Gets a string representation of the current instance. - - - Gets or sets fog parameters for the current effect. - - - Gets or sets the fog color. - - - Enables or disables fog. - - - Gets or sets maximum z value for fog. - - - Gets or sets minimum z value for fog. - - - Gets or sets lighting parameters for the current effect. - - - Gets or sets the ambient light color for the current effect. - - - Gets the first directional light for the current effect. - - - Gets the second directional light for the current effect. - - - Gets the third directional light for the current effect. - - - Enables default lighting for the current effect. - - - Enables or disables lighting in an IEffectLights. - - - Gets or sets transformation matrix parameters for the current effect. - - - Gets or sets the projection matrix in the current effect. - - - Gets or sets the view matrix in the current effect. - - - Gets or sets the world matrix in the current effect. - - - Defines a mechanism for retrieving GraphicsDevice objects. - - - The event that occurs when a graphics device is created. - - - - The event that occurs when a graphics device is disposing. - - - - The event that occurs when a graphics device is reset. - - - - The event that occurs when a graphics device is in the process of resetting. - - - - Retrieves a graphcs device. - - - Describes the rendering order of the vertices in a vertex buffer. - - - Initializes a new instance of the IndexBuffer class. - The GraphicsDevice object to associate with the index buffer. - The size (in bits) of each index. - The number of indices. - Behavior options. - - - Initializes a new instance of the IndexBuffer class. - The GraphicsDevice object to associate with the index buffer. - The index value type. - The number of indices. - Behavior options. - - - Gets the state of the related BufferUsage enumeration. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets a copy of the index buffer data, specifying the start index, starting offset, number of elements, and size of the elements. - Offset in bytes from the beginning of the buffer to the data. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Gets a copy of the index buffer data. - Array of data. - - - Gets a copy of the index buffer data, specifying the start index and number of elements. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Gets the number of indices in this buffer. - - - Gets a value indicating the size of this index element. - - - Sets index buffer data, specifying the offset, start index and number of elements. - Offset in bytes from the beginning of the buffer to the data. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Sets index buffer data. Reference page contains links to related conceptual articles. - Array of data. - - - Sets index buffer data, specifying the start index and number of elements. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Defines the size of an element of an index buffer. - - - Sixteen bits. - - - Thirty-two bits. - - - Vertex type interface which is implemented by a custom vertex type structure. - - - Vertex declaration, which defines per-vertex data. - - - Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. - - - Gets a collection of ModelBone objects which describe how each mesh in the Meshes collection for this model relates to its parent mesh. - - - Copies a transform of each bone in a model relative to all parent bones of the bone into a given array. - The array to receive bone transforms. - - - Copies an array of transforms into each bone in the model. - An array containing new bone transforms. - - - Copies each bone transform relative only to the parent bone of the model to a given array. - The array to receive bone transforms. - - - Render a model after applying the matrix transformations. - A world transformation matrix. - A view transformation matrix. - A projection transformation matrix. - - - Gets a collection of ModelMesh objects which compose the model. Each ModelMesh in a model may be moved independently and may be composed of multiple materials identified as ModelMeshPart objects. - - - Gets the root bone for this model. - - - Gets or sets an object identifying this model. - - - Represents bone data for a model. Reference page contains links to related conceptual articles. - - - Gets a collection of bones that are children of this bone. - - - Gets the index of this bone in the Bones collection. - - - Gets the name of this bone. - - - Gets the parent of this bone. - - - Gets or sets the matrix used to transform this bone relative to its parent bone. - - - Represents a set of bones associated with a model. - - - Returns a ModelBoneCollection.Enumerator that can iterate through a ModelBoneCollection. - - - Retrieves a ModelBone from the collection, given the name of the bone. - The name of the bone to retrieve. - - - Finds a bone with a given name if it exists in the collection. - The name of the bone to find. - [OutAttribute] The bone named boneName, if found. - - - Provides the ability to iterate through the bones in an ModelBoneCollection. - - - Gets the current element in the ModelBoneCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelBoneCollection. - - - Gets the current element in the ModelBoneCollection as a Object. - - - Sets the enumerator to its initial position, which is before the first element in the ModelBoneCollection. - - - Represents a collection of effects associated with a model. - - - Returns a ModelEffectCollection.Enumerator that can iterate through a ModelEffectCollection. - - - Provides the ability to iterate through the bones in an ModelEffectCollection. - - - Gets the current element in the ModelEffectCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelEffectCollection. - - - Gets the current element in the ModelEffectCollection as a Object. - - - Sets the enumerator to its initial position, which is before the first element in the ModelEffectCollection. - - - Represents a mesh that is part of a Model. - - - Gets the BoundingSphere that contains this mesh. - - - Draws all of the ModelMeshPart objects in this mesh, using their current Effect settings. - - - Gets a collection of effects associated with this mesh. - - - Gets the ModelMeshPart objects that make up this mesh. Each part of a mesh is composed of a set of primitives that share the same material. - - - Gets the name of this mesh. - - - Gets the parent bone for this mesh. The parent bone of a mesh contains a transformation matrix that describes how the mesh is located relative to any parent meshes in a model. - - - Gets or sets an object identifying this mesh. - - - Represents a collection of ModelMesh objects. - - - Returns a ModelMeshCollection.Enumerator that can iterate through a ModelMeshCollection. - - - Retrieves a ModelMesh from the collection, given the name of the mesh. - The name of the mesh to retrieve. - - - Finds a mesh with a given name if it exists in the collection. - The name of the mesh to find. - [OutAttribute] The mesh named meshName, if found. - - - Provides the ability to iterate through the bones in an ModelMeshCollection. - - - Gets the current element in the ModelMeshCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelMeshCollection. - - - Gets the current element in the ModelMeshCollection as a Object. - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshCollection. - - - Represents a batch of geometry information to submit to the graphics device during rendering. Each ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple ModelMeshPart objects, typically based on material information. - - - Gets or sets the material Effect for this mesh part. Reference page contains code sample. - - - Gets the index buffer for this mesh part. - - - Gets the number of vertices used during a draw call. - - - Gets the number of primitives to render. - - - Gets the location in the index array at which to start reading vertices. - - - Gets or sets an object identifying this model mesh part. - - - Gets the vertex buffer for this mesh part. - - - Gets the offset (in vertices) from the top of vertex buffer. - - - Represents a collection of ModelMeshPart objects. - - - Returns a ModelMeshPartCollection.Enumerator that can iterate through a ModelMeshPartCollection. - - - Provides the ability to iterate through the bones in an ModelMeshPartCollection. - - - Gets the current element in the ModelMeshPartCollection. - - - Immediately releases the unmanaged resources used by this object. - - - Advances the enumerator to the next element of the ModelMeshPartCollection. - - - Gets the current element in the ModelMeshPartCollection as a Object. - - - Sets the enumerator to its initial position, which is before the first element in the ModelMeshPartCollection. - - - Thrown when no available graphics device fits the given device preferences. - - - Create a new instance of this object. - - - Create a new instance of this object. - A message that describes the error. - - - Create a new instance of this object. - A message that describes the error. - The exception that is the cause of the current exception. If the inner parameter is not a null reference, the current exception is raised in a catch block that handles the inner exception. - - - Used to perform an occlusion query against the latest drawn objects. - - - Initializes a new instance of OcclusionQuery with the specified device. - The graphics device to associate with this query. - - - Begins application of the query. - - - Releases the unmanaged resources used by Dispose and optionally releases the managed resources. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Ends the application of the query. - - - Gets a value that indicates if the occlusion query has completed. - - - Gets the number of visible pixels. - - - Contains presentation parameters. - - - Initializes a new instance of this class. - - - Gets or sets the format of the back buffer. Reference page contains links to related conceptual articles. - - - Gets or sets a value indicating the height of the new swap chain's back buffer. - - - Gets or sets a value indicating the width of the new swap chain's back buffer. - - - Gets the size of this resource. - - - Creates a copy of this PresentationParameters object. - - - Gets or sets the depth stencil data format. - - - Gets or sets the handle to the device window. - - - Gets or sets the orientation of the display. The default value is DisplayOrientation.Default, which means orientation is determined automatically from your BackBufferWidth and BackBufferHeight. - - - Gets or sets a value indicating whether the application is in full screen mode. - - - Gets or sets a value indicating the number of sample locations during multisampling. - - - Gets or sets the maximum rate at which the swap chain's back buffers can be presented to the front buffer. - - - Gets or sets render target usage flags. - - - Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed. - - - Equivalent to setting One. - - - The runtime updates the window client area immediately, and might do so more than once during the adapter refresh period. Present operations might be affected immediately. This option is always available for both windowed and full-screen swap chains. - - - The driver waits for the vertical retrace period (the runtime will beam trace to prevent tearing). Present operations are not affected more frequently than the screen refresh rate; the runtime completes one Present operation per adapter refresh period, at most. This option is always available for both windowed and full-screen swap chains. - - - The driver waits for the vertical retrace period. Present operations are not affected more frequently than every second screen refresh. - - - Defines how vertex data is ordered. - - - The data is ordered as a sequence of line segments; each line segment is described by two new vertices. The count may be any positive integer. - - - The data is ordered as a sequence of line segments; each line segment is described by one new vertex and the last vertex from the previous line seqment. The count may be any positive integer. - - - The data is ordered as a sequence of triangles; each triangle is described by three new vertices. Back-face culling is affected by the current winding-order render state. - - - The data is ordered as a sequence of triangles; each triangle is described by two new vertices and one vertex from the previous triangle. The back-face culling flag is flipped automatically on even-numbered triangles. - - - Contains rasterizer state, which determines how to convert vector data (shapes) into raster data (pixels). - - - Initializes a new instance of the rasterizer class. - - - A built-in state object with settings for culling primitives with clockwise winding order. - - - A built-in state object with settings for culling primitives with counter-clockwise winding order. - - - Specifies the conditions for culling or removing triangles. The default value is CullMode.CounterClockwise. - - - A built-in state object with settings for not culling any primitives. - - - Sets or retrieves the depth bias for polygons, which is the amount of bias to apply to the depth of a primitive to alleviate depth testing problems for primitives of similar depth. The default value is 0. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - The fill mode, which defines how a triangle is filled during rendering. The default is FillMode.Solid. - - - Enables or disables multisample antialiasing. The default is true. - - - Enables or disables scissor testing. The default is false. - - - Gets or sets a bias value that takes into account the slope of a polygon. This bias value is applied to coplanar primitives to reduce aliasing and other rendering artifacts caused by z-fighting. The default is 0. - - - Contains a 2D texture that can be used as a render target. - - - Creates an instance of this object. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - - - Creates an instance of this object. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - [MarshalAsAttribute(U1)] True to enable a full mipmap chain to be generated, false otherwise. - Preferred format for the surface data. This is the format preferred by the application, which may or may not be available from the hardware. - Preferred format for the depth buffer. This is the format preferred by the application, which may or may not be available from the hardware. - - - Creates an instance of this object. - The graphics device to associate with this render target resource. - Width, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferWidth to get the current screen width. - Height, in pixels, of the render target. You can use graphicsDevice.PresentationParameters.BackBufferHeight to get the current screen height. - [MarshalAsAttribute(U1)] True to enable a full mipmap chain to be generated, false otherwise. - Preferred format for the surface data. This is the format preferred by the application, which may or may not be available from the hardware. - Preferred format for the depth buffer. This is the format preferred by the application, which may or may not be available from the hardware. - The preferred number of multisample locations. - Behavior options. - - - Occurs when resources are lost due to a lost device event. - - - - Gets the data format for the depth stencil data. - - - Determines if the index buffer data has been lost due to a lost device event. - - - Gets the number of sample locations during multisampling. - - - Gets or sets the render target usage. - - - Binds an array of render targets. - - - Creates an instance of this object. - Identifies a 2D render target. - - - Creates an instance of this object. - Identifies a cubemap render target. - Cubemap face. - - - Gets one face of a cubemap. - - - Gets a 2D texture. - - - Represents a cubic texture resource that will be written to at the end of a render pass. - - - Creates an instance of this object. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - [MarshalAsAttribute(U1)] True to generate a full mipmap chain, false otherwise. - Preferred format of the surface data. - Preferred format of the depth data. - - - Creates an instance of this object. - The graphics device to associate with this render target resource. - The width and height of this cube texture resource, in pixels. - [MarshalAsAttribute(U1)] True to generate a full mipmap chain, false otherwise. - Preferred format of the surface data. - Preferred format of the depth data. - Preferred number of sample locations during multisampling. - Options identifying the behaviors of this texture resource. - - - Occurs when a resource is lost due to a device being lost. - - - - Gets the depth format of this rendertarget. - - - Determines if the data has been lost due to a lost device event. - - - Gets the number of multisample locations. - - - Gets the usage mode of this rendertarget. - - - Determines how render target data is used once a new render target is set. - - - Always clears the render target data. - - - Either clears or keeps the data, depending on the current platform. On Xbox 360, the render target will discard contents. On PC, the render target will discard if multisampling is enabled, and preserve the contents if not. - - - Always keeps the render target data. - - - Contains event data. - - - The object raising the event. - - - Arguments for a ResourceDestroyed event. - - - Gets the name of the destroyed resource. - - - Gets the resource manager tag of the destroyed resource. - - - Contains sampler state, which determines how to sample texture data. - - - Initializes a new instance of the sampler state class. - - - Gets or sets the texture-address mode for the u-coordinate. - - - Gets or sets the texture-address mode for the v-coordinate. - - - Gets or sets the texture-address mode for the w-coordinate. - - - Contains default state for anisotropic filtering and texture coordinate clamping. - - - Contains default state for anisotropic filtering and texture coordinate wrapping. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets or sets the type of filtering during sampling. - - - Contains default state for linear filtering and texture coordinate clamping. - - - Contains default state for linear filtering and texture coordinate wrapping. - - - Gets or sets the maximum anisotropy. The default value is 4. - - - Gets or sets the level of detail (LOD) index of the largest map to use. - - - Gets or sets the mipmap LOD bias. The default value is 0. A negative value indicates a larger mipmap level; a positive value indicates a smaller mipmap level. - - - Contains default state for point filtering and texture coordinate clamping. - - - Contains default state for point filtering and texture coordinate wrapping. - - - Collection of SamplerState objects. - - - Gets a specific SamplerState object using an index value. - Index of the object to retrieve. - - - Describes whether existing vertex or index buffer data will be overwritten or discarded during a SetData operation. - - - The SetData operation will discard the entire buffer. A pointer to a new memory area is returned so that the direct memory access (DMA) and rendering from the previous area do not stall. - - - Portions of existing data in the buffer may be overwritten during this operation. - - - The SetData operation will not overwrite existing data in the vertex and index buffers. Specifying this option allows the driver to return immediately from a SetData operation and continue rendering. - - - Contains a configurable effect for rendering skinned character models. - - - Creates a SkinnedEffect with default parameter settings. - The graphics device. - - - Creates a SkinnedEffect by cloning parameter settings from an existing instance. - An existing instance. - - - Gets or sets the material alpha which determines its transparency. Range is between 1 (fully opaque) and 0 (fully transparent). - - - Gets or sets the ambient color for a light, the range of color values is from 0 to 1. - - - Creates a clone of the current SkinnedEffect instance. - - - Gets or sets the diffuse color for a material, the range of color values is from 0 to 1. - - - Gets the first directional light. - - - Gets the second directional light. - - - Gets the third directional light. - - - Gets or sets the emissive color for a material, the range of color values is from 0 to 1. - - - Sets up standard key, fill, and back lighting for a SkinnedEffect. - - - Gets or sets the fog color, the range of color values is from 0 to 1. - - - Gets or sets the fog enable flag. - - - Gets or sets the maximum z value for fog. - - - Gets or sets the minimum z value for fog. - - - Gets the bone transform matrices for a SkinnedEffect. - The number of matrices. - - - The maximum number of bones. - - - Enables lighting in an SkinnedEffect. - - - Computes derived parameter values immediately before applying the effect. - - - Gets or sets the per-pixel prefer lighting flag. - - - Gets or sets the projection matrix. - - - Sets an array of bone transform matrices for a SkinnedEffect. - An array of bone transformation matrices; the maximum number of bones (matrices) allowed is 72. - - - Gets or sets the specular color for a material, the range of color values is from 0 to 1. - - - Gets or sets the material specular power. - - - Gets or sets the current texture. - - - Gets or sets the view matrix. - - - Gets or sets the number of per-vertex skinning weights to evaluate, which is either 1, 2, or 4. - - - Gets or sets the world matrix. - - - Enables a group of sprites to be drawn using the same settings. - - - Initializes a new instance of the class, which enables a group of sprites to be drawn using the same settings. - The graphics device where sprites will be drawn. - - - Begins a sprite batch operation using deferred sort and default state objects (BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise). - - - Begins a sprite batch operation using the specified sort and blend state object and default state objects (DepthStencilState.None, SamplerState.LinearClamp, RasterizerState.CullCounterClockwise). If you pass a null blend state, the default is BlendState.AlphaBlend. - Sprite drawing order. - Blending options. - - - Begins a sprite batch operation using the specified sort, blend, sampler, depth stencil and rasterizer state objects. Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise). - Sprite drawing order. - Blending options. - Texture sampling options. - Depth and stencil options. - Rasterization options. - - - Begins a sprite batch operation using the specified sort, blend, sampler, depth stencil and rasterizer state objects, plus a custom effect. Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, DepthStencilState.None, RasterizerState.CullCounterClockwise, SamplerState.LinearClamp). Passing a null effect selects the default SpriteBatch Class shader. - Sprite drawing order. - Blending options. - Texture sampling options. - Depth and stencil options. - Rasterization options. - Effect state options. - - - Begins a sprite batch operation using the specified sort, blend, sampler, depth stencil, rasterizer state objects, plus a custom effect and a 2D transformation matrix. Passing null for any of the state objects selects the default default state objects (BlendState.AlphaBlend, DepthStencilState.None, RasterizerState.CullCounterClockwise, SamplerState.LinearClamp). Passing a null effect selects the default SpriteBatch Class shader. - Sprite drawing order. - Blending options. - Texture sampling options. - Depth and stencil options. - Rasterization options. - Effect state options. - Transformation matrix for scale, rotate, translate options. - - - Immediately releases the unmanaged resources used by this object. - true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Adds a sprite to a batch of sprites for rendering using the specified texture, destination rectangle, and color. Reference page contains links to related code samples. - A texture. - A rectangle that specifies (in screen coordinates) the destination for drawing the sprite. - The color to tint a sprite. Use Color.White for full color with no tinting. - - - Adds a sprite to a batch of sprites for rendering using the specified texture, destination rectangle, source rectangle, and color. - A texture. - A rectangle that specifies (in screen coordinates) the destination for drawing the sprite. If this rectangle is not the same size as the source rectangle, the sprite will be scaled to fit. - A rectangle that specifies (in texels) the source texels from a texture. Use null to draw the entire texture. - The color to tint a sprite. Use Color.White for full color with no tinting. - - - Adds a sprite to a batch of sprites for rendering using the specified texture, destination rectangle, source rectangle, color, rotation, origin, effects and layer. - A texture. - A rectangle that specifies (in screen coordinates) the destination for drawing the sprite. If this rectangle is not the same size as the source rectangle, the sprite will be scaled to fit. - A rectangle that specifies (in texels) the source texels from a texture. Use null to draw the entire texture. - The color to tint a sprite. Use Color.White for full color with no tinting. - Specifies the angle (in radians) to rotate the sprite about its center. - The sprite origin; the default is (0,0) which represents the upper-left corner. - Effects to apply. - The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. Use SpriteSortMode if you want sprites to be sorted during drawing. - - - Adds a sprite to a batch of sprites for rendering using the specified texture, position and color. Reference page contains links to related code samples. - A texture. - The location (in screen coordinates) to draw the sprite. - The color to tint a sprite. Use Color.White for full color with no tinting. - - - Adds a sprite to a batch of sprites for rendering using the specified texture, position, source rectangle, and color. - A texture. - The location (in screen coordinates) to draw the sprite. - A rectangle that specifies (in texels) the source texels from a texture. Use null to draw the entire texture. - The color to tint a sprite. Use Color.White for full color with no tinting. - - - Adds a sprite to a batch of sprites for rendering using the specified texture, position, source rectangle, color, rotation, origin, scale, effects and layer. Reference page contains links to related code samples. - A texture. - The location (in screen coordinates) to draw the sprite. - A rectangle that specifies (in texels) the source texels from a texture. Use null to draw the entire texture. - The color to tint a sprite. Use Color.White for full color with no tinting. - Specifies the angle (in radians) to rotate the sprite about its center. - The sprite origin; the default is (0,0) which represents the upper-left corner. - Scale factor. - Effects to apply. - The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. Use SpriteSortMode if you want sprites to be sorted during drawing. - - - Adds a sprite to a batch of sprites for rendering using the specified texture, position, source rectangle, color, rotation, origin, scale, effects, and layer. Reference page contains links to related code samples. - A texture. - The location (in screen coordinates) to draw the sprite. - A rectangle that specifies (in texels) the source texels from a texture. Use null to draw the entire texture. - The color to tint a sprite. Use Color.White for full color with no tinting. - Specifies the angle (in radians) to rotate the sprite about its center. - The sprite origin; the default is (0,0) which represents the upper-left corner. - Scale factor. - Effects to apply. - The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. Use SpriteSortMode if you want sprites to be sorted during drawing. - - - Adds a string to a batch of sprites for rendering using the specified font, text, position, and color. - A font for diplaying text. - A text string. - The location (in screen coordinates) to draw the sprite. - The color to tint a sprite. Use Color.White for full color with no tinting. - - - Adds a string to a batch of sprites for rendering using the specified font, text, position, color, rotation, origin, scale, effects and layer. - A font for diplaying text. - A text string. - The location (in screen coordinates) to draw the sprite. - The color to tint a sprite. Use Color.White for full color with no tinting. - Specifies the angle (in radians) to rotate the sprite about its center. - The sprite origin; the default is (0,0) which represents the upper-left corner. - Scale factor. - Effects to apply. - The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. Use SpriteSortMode if you want sprites to be sorted during drawing. - - - Adds a string to a batch of sprites for rendering using the specified font, text, position, color, rotation, origin, scale, effects and layer. - A font for diplaying text. - A text string. - The location (in screen coordinates) to draw the sprite. - The color to tint a sprite. Use Color.White for full color with no tinting. - Specifies the angle (in radians) to rotate the sprite about its center. - The sprite origin; the default is (0,0) which represents the upper-left corner. - Scale factor. - Effects to apply. - The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. Use SpriteSortMode if you want sprites to be sorted during drawing. - - - Adds a string to a batch of sprites for rendering using the specified font, text, position, and color. - A font for diplaying text. - Text string. - The location (in screen coordinates) to draw the sprite. - The color to tint a sprite. Use Color.White for full color with no tinting. - - - Adds a string to a batch of sprites for rendering using the specified font, text, position, color, rotation, origin, scale, effects and layer. - A font for diplaying text. - Text string. - The location (in screen coordinates) to draw the sprite. - The color to tint a sprite. Use Color.White for full color with no tinting. - Specifies the angle (in radians) to rotate the sprite about its center. - The sprite origin; the default is (0,0) which represents the upper-left corner. - Scale factor. - Effects to apply. - The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. Use SpriteSortMode if you want sprites to be sorted during drawing. - - - Adds a string to a batch of sprites for rendering using the specified font, text, position, color, rotation, origin, scale, effects and layer. - A font for diplaying text. - Text string. - The location (in screen coordinates) to draw the sprite. - The color to tint a sprite. Use Color.White for full color with no tinting. - Specifies the angle (in radians) to rotate the sprite about its center. - The sprite origin; the default is (0,0) which represents the upper-left corner. - Scale factor. - Effects to apply. - The depth of a layer. By default, 0 represents the front layer and 1 represents a back layer. Use SpriteSortMode if you want sprites to be sorted during drawing. - - - Flushes the sprite batch and restores the device state to how it was before Begin was called. - - - Defines sprite mirroring options. - - - Rotate 180 degrees about the Y axis before rendering. - - - Rotate 180 degrees about the X axis before rendering. - - - No rotations specified. - - - Represents a font texture. - - - Gets a collection of all the characters that are included in the font. - - - Gets or sets the default character for the font. - - - Gets or sets the vertical distance (in pixels) between the base lines of two consecutive lines of text. Line spacing includes the blank space between lines as well as the height of the characters. - - - Returns the width and height of a string as a Vector2. - The string to measure. - - - Returns the width and height of a string as a Vector2. - The string to measure. - - - Gets or sets the spacing of the font characters. - - - Defines sprite sort-rendering options. - - - Same as Deferred mode, except sprites are sorted by depth in back-to-front order prior to drawing. This procedure is recommended when drawing transparent sprites of varying depths. - - - Sprites are not drawn until End is called. End will apply graphics device settings and draw all the sprites in one batch, in the same order calls to Draw were received. This mode allows Draw calls to two or more instances of SpriteBatch without introducing conflicting graphics device settings. SpriteBatch defaults to Deferred mode. - - - Same as Deferred mode, except sprites are sorted by depth in front-to-back order prior to drawing. This procedure is recommended when drawing opaque sprites of varying depths. - - - Begin will apply new graphics device settings, and sprites will be drawn within each Draw call. In Immediate mode there can only be one active SpriteBatch instance without introducing conflicting device settings. - - - Same as Deferred mode, except sprites are sorted by texture prior to drawing. This can improve performance when drawing non-overlapping sprites of uniform depth. - - - Defines stencil buffer operations. - - - Decrements the stencil-buffer entry, wrapping to the maximum value if the new value is less than 0. - - - Decrements the stencil-buffer entry, clamping to 0. - - - Increments the stencil-buffer entry, wrapping to 0 if the new value exceeds the maximum value. - - - Increments the stencil-buffer entry, clamping to the maximum value. - - - Inverts the bits in the stencil-buffer entry. - - - Does not update the stencil-buffer entry. This is the default value. - - - Replaces the stencil-buffer entry with a reference value. - - - Sets the stencil-buffer entry to 0. - - - Defines various types of surface formats. - - - (Unsigned format) 8-bit alpha only. - - - (Unsigned format) 16-bit BGR pixel format with 5 bits for blue, 6 bits for green, and 5 bits for red. - - - (Unsigned format) 16-bit BGRA pixel format with 4 bits for each channel. - - - (Unsigned format) 16-bit BGRA pixel format where 5 bits are reserved for each color and 1 bit is reserved for alpha. - - - (Unsigned format) 32-bit ARGB pixel format with alpha, using 8 bits per channel. - - - DXT1 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT3 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - DXT5 compression texture format. The runtime will not allow an application to create a surface using a DXTn format unless the surface dimensions are multiples of 4. This applies to offscreen-plain surfaces, render targets, 2D textures, cube textures, and volume textures. - - - (Floating-point format) 16-bit float format using 16 bits for the red channel. - - - (Floating-point format) 32-bit float format using 16 bits for the red channel and 16 bits for the green channel. - - - (Floating-point format) 64-bit float format using 16 bits for each channel (alpha, blue, green, red). - - - (Floating-point format) for high dynamic range data. - - - (Signed format) 16-bit bump-map format using 8 bits each for u and v data. - - - (Signed format) 32-bit bump-map format using 8 bits for each channel. - - - (Unsigned format) 32-bit pixel format using 16 bits each for red and green. - - - (Unsigned format) 32-bit RGBA pixel format using 10 bits for each color and 2 bits for alpha. - - - (Unsigned format) 64-bit RGBA pixel format using 16 bits for each component. - - - (IEEE format) 32-bit float format using 32 bits for the red channel. - - - (IEEE format) 64-bit float format using 32 bits for the red channel and 32 bits for the green channel. - - - (IEEE format) 128-bit float format using 32 bits for each channel (alpha, blue, green, red). - - - Represents a texture resource. - - - Gets the format of the texture data. - - - Gets the number of texture levels in a multilevel texture. - - - Represents a 2D grid of texels. - - - Creates a new instance of this object. - The device. - Texture width. - Texture height. - - - Creates a new instance of this object. - The device. - Texture width. - Texture height. - [MarshalAsAttribute(U1)] True to generate a full mipmap chain; false otherwise. - Texture data format. - - - Gets the size of this resource. - - - Loads texture data from a stream. - A graphics device. - Data stream from one of the following file types: .gif, .jpg or .png. - - - Loads texture data from a stream. - A graphics device. - Data stream from one of the following file types: .gif, .jpg or .png. - The requested image width. - The requested image height. - Control the aspect ratio when zooming (scaling); set to false to maintain a constant aspect ratio, true otherwise. See remarks. - - - Gets a copy of 2D texture data, specifying a mipmap level, source rectangle, start index, and number of elements. Reference page contains code sample. - Mipmap level. - The section of the texture to copy. null indicates the data will be copied from the entire texture. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Gets a copy of 2D texture data. Reference page contains code sample. - Array of data. - - - Gets a copy of 2D texture data, specifying a start index and number of elements. Reference page contains code sample. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Gets the height of this texture resource, in pixels. - - - Saves texture data as a .jpg. - Data stream number. - Image width. - Image height. - - - Saves texture data as a .png. - Data stream number. - Image width. - Image height. - - - Sets 2D texture data, specifying a mipmap level, source rectangle, start index, and number of elements. - Mipmap level. - A bounding box that defines the position and location (in pixels) of the data. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Sets 2D texture data. Reference page contains links to related conceptual articles. - Array of data. - - - Sets 2D texture data, specifying a start index, and number of elements. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Gets the width of this texture resource, in pixels. - - - Represents a 3D volume of texels. - - - Creates a new instance of this object. - A device. - Texture width. - Texture height. - Texture depth. - [MarshalAsAttribute(U1)] True to generate a full mipmap chain; false otherwise. - Data format. - - - Gets the depth of this volume texture resource, in pixels. - - - Gets a copy of 3D texture data, specifying a mimap level, source rectangle, start index, and number of elements. - Mipmap level. - Position of the left side of the box on the x-axis. - Position of the top of the box on the y-axis. - Position of the right side of the box on the x-axis. - Position of the bottom of the box on the y-axis. - Position of the front of the box on the z-axis. - Position of the back of the box on the z-axis. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Gets a copy of 3D texture data. - Array of data. - - - Gets a copy of 3D texture data, specifying a start index and number of elements. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Gets the height of this texture resource, in pixels. - - - Sets 3D texture data, specifying a mipmap level, source box, start index, and number of elements. - Mipmap level. - X coordinate of the left face of the 3D bounding cube. - Y coordinate of the top face of the 3D bounding cube. - X coordinate of the right face of the 3D bounding cube. - Y coordinate of the bottom face of the 3D bounding cube. - Z coordinate of the front face of the 3D bounding cube. - Z coordinate of the back face of the 3D bounding cube. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Sets 3D texture data. - Array of data. - - - Sets 3D texture data, specifying a start index and number of elements. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Gets the width of this texture resource, in pixels. - - - Defines modes for addressing texels using texture coordinates that are outside of the typical range of 0.0 to 1.0. - - - Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively. - - - Similar to Wrap, except that the texture is flipped at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again, and so on. - - - Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times; no mirroring is performed. - - - Represents a collection of Texture objects. - - - Gets or sets the Texture at the specified sampler number. - Zero-based sampler number. Textures are bound to samplers; samplers define sampling state such as the filtering mode and the address wrapping mode. Programmable shaders reference textures using this sampler number. - - - Represents a set of six 2D textures, one for each face of a cube. - - - Creates a new instance of this object. - The device. - The size (in pixels) of the top-level faces of the cube texture. Subsequent levels of each face will be the truncated value of half of the previous level's pixel dimension (independently). Each dimension is clamped to a minimum of 1 pixel. - [MarshalAsAttribute(U1)] True to generate a full mipmap chain, false otherwise. - Surface data format. - - - Gets a copy of cube texture data, specifying a cubemap face, mimap level, source rectangle, start index, and number of elements. - Cube map face. - Mipmap level. - The section of the texture where the data will be placed. null indicates the data will be copied over the entire texture. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Gets a copy of cube texture data specifying a cubemap face. - Cubemap face. - Array of data. - - - Gets a copy of cube texture data, specifying a cubemap face, start index, and number of elements. - Cubemap face. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Sets cube texture data, specifying a cubemap face, mipmap level, source rectangle, start index, and number of elements. - Cubemap face. - Mipmap level. - Region in the texture to set the data; use null to set data to the entire texture. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Sets cube texture data, specifying a cubemap face. - The cubemap face. - Array of data. - - - Sets cube texture data, specifying a cubemap face, start index, and number of elements. - The cubemap face. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Gets the width and height of this texture resource, in pixels. - - - Defines filtering types during texture sampling. - - - Use anisotropic filtering. - - - Use linear filtering. - - - Use linear filtering to shrink or expand, and point filtering between mipmap levels (mip). - - - Use linear filtering to shrink, point filtering to expand, and linear filtering between mipmap levels. - - - Use linear filtering to shrink, point filtering to expand, and point filtering between mipmap levels. - - - Use point filtering to shrink, linear filtering to expand, and linear filtering between mipmap levels. - - - Use point filtering to shrink, linear filtering to expand, and point filtering between mipmap levels. - - - Use point filtering. - - - Use point filtering to shrink (minify) or expand (magnify), and linear filtering between mipmap levels. - - - Represents a list of 3D vertices to be streamed to the graphics device. - - - Creates an instance of this object. - The graphics device. - The vertex declaration, which describes per-vertex data. - The number of vertices. - Behavior options; it is good practice for this to match the createOptions parameter in the GraphicsDevice constructor. - - - Creates an instance of this object. - The graphics device. - The data type. - The number of vertices. - Behavior options; it is good practice for this to match the createOptions parameter in the GraphicsDevice constructor. - - - Gets the state of the related BufferUsage enumeration. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets a copy of the vertex buffer data, specifying the starting offset, start index, number of elements, and vertex stride. - Offset in bytes from the beginning of the buffer to the data. - Array of data. - Index of the first element to get. - Number of elements to get. - Size, in bytes, of an element in the vertex buffer. - - - Gets a copy of the vertex buffer data. - Array of data. - - - Gets a copy of the vertex buffer data, specifying the start index and number of elements. - Array of data. - Index of the first element to get. - Number of elements to get. - - - Sets vertex buffer data, specifying the offset, start index, number of elements, and the vertex stride. - Offset in bytes from the beginning of the buffer to the data. - Array of data. - Index of the first element to set. - Number of elements to set. - Stride, or size, of a vertex. - - - Sets vertex buffer data. Reference page contains code sample. - Array of data. - - - Sets vertex buffer data, specifying the start index and number of elements. - Array of data. - Index of the first element to set. - Number of elements to set. - - - Gets the number of vertices. - - - Defines per-vertex data in a buffer. - - - Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device. - - - Creates an instance of this object. - The vertex buffer. - - - Creates an instance of this object. - The vertex buffer. - Offset (in vertices) from the beginning of the buffer to the first vertex to use. - - - Creates an instance of this object. - The vertex buffer. - Offset (in vertices) from the beginning of the buffer to the first vertex to use. - Number (or frequency) of instances to draw for each draw call; 1 means draw one instance, 2 means draw 2 instances, etc. Use 0 if you are not instancing. - - - Gets the instancing frequency. - - - Gets a vertex buffer. - - - Gets the offset between the beginning of the buffer and the vertex data to use. - - - A vertex declaration, which defines per-vertex data. - - - Creates an instance of this object. - [ParamArrayAttribute] An array of per-vertex elements. - - - Creates an instance of this object. - The number of bytes per element. - [ParamArrayAttribute] An array of per-vertex elements. - - - Immediately releases the unmanaged resources used by this object. - [MarshalAsAttribute(U1)] true to release both managed and unmanaged resources; false to release only unmanaged resources. - - - Gets the vertex shader declaration. - - - The number of bytes from one vertex to the next. - - - Defines input vertex data to the pipeline. - - - Initializes a new instance of the VertexElement class. - Offset (if any) from the beginning of the stream to the beginning of the vertex data. - One of several predefined types that define the vertex data size. - The intended use of the vertex data. - Modifies the usage data to allow the user to specify multiple usage types. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexElement. - - - Gets the hash code for this instance. - - - Retrieves or sets the offset (if any) from the beginning of the stream to the beginning of the vertex data. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - Retrieves a string representation of this object. - - - Modifies the usage data to allow the user to specify multiple usage types. - - - Gets or sets the format of this vertex element. - - - Gets or sets a value describing how the vertex element is to be used. - - - Defines vertex element formats. - - - Four-component, unsigned byte. - - - Four-component, packed, unsigned byte, mapped to 0 to 1 range. Input is in Int32 format (ARGB) expanded to (R, G, B, A). - - - Two-component, 16-bit floating point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Four-component, 16-bit floating-point expanded to (value, value, value, value). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, two-component, signed short, expanded to (first short/32767.0, second short/32767.0, 0, 1). This type is valid for vertex shader version 2.0 or higher. - - - Normalized, four-component, signed short, expanded to (first short/32767.0, second short/32767.0, third short/32767.0, fourth short/32767.0). This type is valid for vertex shader version 2.0 or higher. - - - Two-component, signed short expanded to (value, value, 0, 1). - - - Four-component, signed short expanded to (value, value, value, value). - - - Single-component, 32-bit floating-point, expanded to (float, 0, 0, 1). - - - Two-component, 32-bit floating-point, expanded to (float, Float32 value, 0, 1). - - - Three-component, 32-bit floating point, expanded to (float, float, float, 1). - - - Four-component, 32-bit floating point, expanded to (float, float, float, float). - - - Defines usage for vertex elements. - - - Vertex binormal data. - - - Blending indices data. (BlendIndices with UsageIndex = 0) specifies matrix indices for fixed-function vertex processing using indexed paletted skinning. - - - Blending weight data. (BlendWeight with UsageIndex = 0) specifies the blend weights in fixed-function vertex processing. - - - Vertex data contains diffuse or specular color. (Color with UsageIndex = 0) specifies the diffuse color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. (Color with UsageIndex = 1) specifies the specular color in the fixed-function vertex shader and in pixel shaders prior to ps_3_0. - - - Vertex data contains depth data. - - - Vertex data contains fog data. (Fog with UsageIndex = 0) specifies a fog blend value to use after pixel shading is finished. This flag applies to pixel shaders prior to version ps_3_0. - - - Vertex normal data. (Normal with UsageIndex = 0) specifies vertex normals for fixed-function vertex processing and the N-patch tessellator. (Normal with UsageIndex = 1) specifies vertex normals for fixed-function vertex processing for skinning. - - - Point size data. (PointSize with UsageIndex = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality. - - - Position data. (Position with UsageIndex = 0 ) specifies the nontransformed position in fixed-function vertex processing and the N-patch tessellator. (Position with UsageIndex = 1) specifies the nontransformed position in the fixed-function vertex shader for skinning. - - - Vertex data contains sampler data. (Sample with UsageIndex = 0) specifies the displacement value to look up. - - - Vertex tangent data. - - - Single, positive floating-point value. (TessellateFactor with UsageIndex = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation. - - - Texture coordinate data. (TextureCoordinate, n) specifies texture coordinates in fixed-function vertex processing and in pixel shaders prior to ps_3_0. These coordinates can be used to pass user-defined data. - - - Describes a custom vertex format structure that contains position and color information. - - - Initializes a new instance of the VertexPositionColor class. - The position of the vertex. - The color of the vertex. - - - The vertex color. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexPositionColor. - - - Gets the hash code for this instance. - - - Gets a vertex declaration. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - XYZ position. - - - Retrieves a string representation of this object. - - - Vertex declaration, which defines per-vertex data. - - - Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. - - - Initializes a new instance of the VertexPositionColorTexture class. - Position of the vertex. - Color of the vertex. - Texture coordinate of the vertex. - - - The vertex color. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexPositionColorTexture. - - - Gets the hash code for this instance. - - - Gets a vertex declaration. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - XYZ position. - - - UV texture coordinates. - - - Retrieves a string representation of this object. - - - Vertex declaration, which defines per-vertex data. - - - Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. - - - Initializes a new instance of the VertexPositionNormalTexture class. - Position of the vertex. - The vertex normal. - The texture coordinate. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexPositionNormalTexture. - - - Gets the hash code for this instance. - - - Gets a vertex declaration. - - - XYZ surface normal. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - XYZ position. - - - UV texture coordinates. - - - Retrieves a string representation of this object. - - - Vertex declaration, which defines per-vertex data. - - - Describes a custom vertex format structure that contains position and one set of texture coordinates. - - - Initializes a new instance of the VertexPositionTexture class. - Position of the vertex. - Texture coordinate of the vertex. - - - Returns a value that indicates whether the current instance is equal to a specified object. - The Object to compare with the current VertexPositionTexture. - - - Gets the hash code for this instance. - - - Gets a vertex declaration. - - - Compares two objects to determine whether they are the same. - Object to the left of the equality operator. - Object to the right of the equality operator. - - - Compares two objects to determine whether they are different. - Object to the left of the inequality operator. - Object to the right of the inequality operator. - - - XYZ position. - - - UV texture coordinates. - - - Retrieves a string representation of this object. - - - Vertex declaration, which defines per-vertex data. - - - Defines the window dimensions of a render-target surface onto which a 3D volume projects. - - - Creates an instance of this object. - A bounding box that defines the location and size of the viewport in a render target. - - - Creates an instance of this object. - The x coordinate of the upper-left corner of the viewport in pixels. - The y coordinate of the upper-left corner of the viewport in pixels. - The width of the viewport in pixels. - The height of the viewport in pixels. - - - Gets the aspect ratio used by the viewport - - - Gets the size of this resource. - - - Gets or sets the height dimension of the viewport on the render-target surface, in pixels. - - - Gets or sets the maximum depth of the clip volume. - - - Gets or sets the minimum depth of the clip volume. - - - Projects a 3D vector from object space into screen space. - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - - - Returns the title safe area of the current viewport. - - - Retrieves a string representation of this object. - - - Converts a screen space point into a corresponding point in world space. - The vector to project. - The projection matrix. - The view matrix. - The world matrix. - - - Gets or sets the width dimension of the viewport on the render-target surface, in pixels. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - - - Gets or sets the pixel coordinate of the upper-left corner of the viewport on the render-target surface. - - - \ No newline at end of file