Namespace Microsoft.Xna.Framework.Content.Pipeline.Graphics
Classes
- AnimationChannel
Provides methods and properties for maintaining an animation channel. An animation channel is a collection of keyframes describing the movement of a single bone or rigid object.
- AnimationChannelDictionary
Collection of animation data channels, one per bone or rigid object.
- AnimationContent
Provides properties for maintaining an animation.
- AnimationContentDictionary
Collection of named animations.
- AnimationKeyframe
Provides methods and properties for managing a keyframe. A keyframe describes the position of an animation channel at a single point in time.
- BitmapContent
Provides properties and methods for creating and maintaining a bitmap resource.
- BoneContent
Represents an animation skeleton.
- BoneWeightCollection
Collection of bone weights of a vertex.
- EffectContent
Contains the source code for a DirectX Effect, loaded from a .fx file.
- Etc1BitmapContent
Supports the processing of a texture compressed using ETC1.
- Etc2BitmapContent
Supports the processing of a texture compressed using ETC2.
- FontDescription
Provides information to the FontDescriptionProcessor describing which font to rasterize, which font size to utilize, and which Unicode characters to include in the processor output.
- GeometryContent
Provides properties that define various aspects of a geometry batch.
- GeometryContentCollection
Provides methods for maintaining a collection of geometry batches that make up a mesh.
- IndexCollection
Provides methods for maintaining a list of index values.
- IndirectPositionCollection
Provides methods for maintaining a list of vertex positions.
- LocalizedFontDescription
Normally, when you add a .spritefont file to your project, this data is deserialized into a FontDescription object, which is then built into a SpriteFontContent by the FontDescriptionProcessor. But to localize the font, we want to add some additional data, so our custom processor can know what .resx files it needs to scan. We do this by defining our own custom font description class, deriving from the built in FontDescription type, and adding a new property to store the resource filenames.
- MaterialContent
Provides methods and properties for maintaining a collection of named texture references.
- MaxRectsBin
A bin that can pack rectangles using the MaxRects algorithm with several heuristics.
- MeshContent
Provides properties and methods that define various aspects of a mesh.
- MipmapChain
Provides methods for accessing a mipmap chain.
- MipmapChainCollection
Provides methods for maintaining a mipmap chain.
- NodeContent
Provides a base class for graphics types that define local coordinate systems.
- PositionCollection
Provides a collection of vertex position values.
- TextureContent
Provides a base class for all texture objects.
- TextureReferenceDictionary
Provides a collection of named references to texture files.
- VertexChannel
Provides methods and properties for maintaining a vertex channel. A vertex channel is a list of arbitrary data with one value for each vertex. Channels are stored inside a GeometryContent and identified by name.
- VertexChannelCollection
Provides methods and properties for managing a list of vertex data channels.
- VertexChannelNames
Provides properties for managing a collection of vertex channel names.
- VertexChannel<T>
Provides methods and properties for maintaining a vertex channel. This is a generic implementation of VertexChannel and, therefore, can handle strongly typed content data.
- VertexContent
Provides methods and properties for maintaining the vertex data of a GeometryContent.
Structs
- BoneWeight
Provides properties for managing a bone weight.
Enums
- FontDescriptionStyle
Flags that describe style information to be applied to text. You can combine these flags by using a bitwise OR operator (|).
- GrowRule
How to grow the bin when a rectangel can't be placed.
- MaxRectsHeuristic
Heuristic method to use to choose the rectangles positions.