Table of Contents

Namespace Microsoft.Xna.Framework.Content.Pipeline.Graphics

Classes

AlphaTestMaterialContent
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.

AstcBitmapContent
AtcBitmapContent
AtcExplicitBitmapContent
AtcInterpolatedBitmapContent
BasicMaterialContent
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.

CharacterRegionTypeConverter
DualTextureMaterialContent
Dxt1BitmapContent
Dxt3BitmapContent
Dxt5BitmapContent
DxtBitmapContent
EffectContent

Contains the source code for a DirectX Effect, loaded from a .fx file.

EffectMaterialContent
EnvironmentMapMaterialContent
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.

GraphicsUtil
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.

MeshBuilder
MeshContent

Provides properties and methods that define various aspects of a mesh.

MeshHelper
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.

NodeContentCollection
PixelBitmapContent<T>
PositionCollection

Provides a collection of vertex position values.

PvrtcBitmapContent
PvrtcRgb2BitmapContent
PvrtcRgb4BitmapContent
PvrtcRgba2BitmapContent
PvrtcRgba4BitmapContent
SkinnedMaterialContent
SpriteFontContent
Texture2DContent
Texture3DContent
TextureContent

Provides a base class for all texture objects.

TextureCubeContent
TextureProfile
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

ABCFloat
BoneWeight

Provides properties for managing a bone weight.

CharacterRegion

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.