Table of Contents

Namespace Microsoft.Xna.Framework.Graphics

Classes

AlphaTestEffect

Built-in effect that supports alpha testing.

BasicEffect

Built-in effect that supports optional texturing, vertex coloring, fog, and lighting.

BlendState

Contains blend state for the device.

DefaultColorProcessors

Represents the default processors used in processing color values. This class cannot be inherited.

DepthStencilState

Contains depth-stencil state for the device.

DeviceLostException

The exception that is thrown when the device has been lost, but cannot be reset at this time. Therefore, rendering is not possible.

DeviceNotResetException

The exception that is thrown when the device has been lost, but can be reset at this time.

DirectionalLight

Represents a directional light. This class cannot be inherited.

DisplayMode

Describes the display mode.

DisplayModeCollection

A collection that manipulates DisplayMode instances.

DualTextureEffect

Built-in effect that supports two-layer multitexturing.

DynamicIndexBuffer

Describes the rendering order of the vertices in a vertex buffer. Use DynamicIndexBuffer for storing indices for dynamic vertices and IndexBuffer for indices of non-dynamic arrays.

DynamicVertexBuffer

Represents a list of 3D vertices to be streamed to the graphics device. Use DynamicVertexBuffer for dynamic vertex arrays and VertexBuffer for non-dynamic vertex arrays.

Effect

Used to set and query shader effects, and to choose techniques.

EffectAnnotation

Represents an annotation to an EffectParameter.

EffectAnnotationCollection

Represents a collection of EffectAnnotation objects.

EffectMaterial

Contains an effect subclass which is used to load data for an EffectMaterialContent type.

EffectParameter

Represents an Effect parameter.

EffectParameterCollection

Represents a collection of EffectParameter objects.

EffectPass

Contains the rendering state for drawing with an effect.

An effect can contain one or more passes.
EffectPassCollection

Represents a collection of EffectPass objects.

EffectTechnique

Represents a technique used in a shader effect.

EffectTechniqueCollection

Represents a collection of EffectTechnique objects.

EnvironmentMapEffect

Built-in effect that supports environment mapping.

GraphicsAdapter

Provides methods to retrieve and manipulate graphics adapters.

GraphicsDebug

Represents a class for debugging graphics.

GraphicsDebugMessage

Represents a debug message from the graphics subsystem.

GraphicsDevice

Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.

GraphicsResource

Queries and prepares resources.

IndexBuffer

Describes the rendering order of the vertices in a vertex buffer.

Model

A basic 3D model with per mesh parent bones.

ModelBone

Represents bone data for a model.

ModelBoneCollection

Represents a set of bones associated with a model.

ModelEffectCollection

Represents a collection of effects associated with a model.

ModelMesh

Represents a mesh that is part of a Model.

ModelMeshCollection

Represents a collection of ModelMesh objects.

ModelMeshPart

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.

ModelMeshPartCollection

Represents a collection of ModelMeshPart objects.

NoSuitableGraphicsDeviceException

Thrown when no available graphics device fits the given device preferences.

OcclusionQuery

Used to perform an occlusion query against the latest drawn objects.

PresentationParameters

Contains graphics presentation parameters.

RasterizerState

Contains rasterizer state, which determines how to convert vector data (shapes) into raster data (pixels).

RenderTarget2D

Represents a 2D texture resource that will be written to at the end of a render pass.

RenderTargetCube

Represents a texture cube that can be used as a render target.

ResourceCreatedEventArgs

Provides data for the ResourceCreated event. This class cannot be inherited.

ResourceDestroyedEventArgs

Provides data for the ResourceDestroyed event. This class cannot be inherited.

SamplerState

Contains sampler state, which determines how to sample texture data.

SamplerStateCollection

Represents a collection of SamplerState objects,

SkinnedEffect

Built-in effect for rendering skinned character models.

SpriteBatch

Helper class for drawing text strings and sprites in one or more optimized batches.

SpriteEffect

The default effect used by SpriteBatch.

SpriteFont

Represents a font texture.

TargetBlendState

Defines the blend state for a single render target.

Texture

Represents a texture resource

Texture2D

Represents a 2D grid of texels.

Texture3D

Represents a 3D volume of texels.

TextureCollection

Represents a collection of Texture objects. This class cannot be inherited.

TextureCube

Represents a set of six 2D textures, one for each face of a cube.

VertexBuffer

Represents a list of 3D vertices to be streamed to the graphics device.

VertexDeclaration

Defines per-vertex data of a vertex buffer.

Structs

EffectPassCollection.Enumerator

Enumerator to iterate through the EffectPassCollection

GraphicsMetrics

A snapshot of rendering statistics from Metrics to be used for runtime debugging and profiling.

ModelBoneCollection.Enumerator

Provides the ability to iterate through the bones in an ModelBoneCollection.

ModelEffectCollection.Enumerator

Enumerator to iterate through the ModelEffectCollection

ModelMeshCollection.Enumerator

Provides the ability to iterate through the bones in an ModelMeshCollection.

RenderTargetBinding

Represents the binding of a RenderTarget2D used in an array of bindings when setting multiple render targets on the graphics device.

SpriteFont.Glyph

Struct that defines the spacing, Kerning, and bounds of a character.

VertexBufferBinding

Defines how a vertex buffer is bound to the graphics device for rendering.

VertexElement

Defines a single element in a vertex.

VertexPosition

Describes a custom vertex format structure that contains position.

VertexPositionColor

Describes a custom vertex format structure that contains position and color.

VertexPositionColorNormal

Describes a custom vertex format structure that contains position, color and normal data.

VertexPositionColorNormalTexture

Describes a custom vertex format structure that contains position, color, normal data, and one set of texture coordinates.

VertexPositionColorTexture

Describes a custom vertex format structure that contains position, color, and one set of texture coordinates.

VertexPositionNormalTexture

Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates.

VertexPositionTexture

Describes a custom vertex format structure that contains position and one set of texture coordinates.

Viewport

Describes the view bounds for render-target surface.

Interfaces

IEffectBones

Interface for Effects that support bone transforms.

IEffectFog

The common effect fog rendering parameters.

IEffectLights

The common effect light rendering parameters.

IEffectMatrices

Gets or sets transformation matrix parameters for the current effect.

IGraphicsDeviceService

Provider of a GraphicsDevice.

IVertexType

Vertex type interface which is implemented by a custom vertex type structure.

Enums

Blend

Defines a blend mode.

BlendFunction

Defines a function for color blending.

BufferUsage

A usage hint for optimizing memory placement of graphics buffers.

ClearOptions

Defines the buffers for clearing when calling Clear(ClearOptions, Color, float, int) operation.

ColorWriteChannels

Defines the color channels for render target blending operations.

CompareFunction

The comparison function used for depth, stencil, and alpha tests.

CubeMapFace

Defines the faces in a cube map for the TextureCube class.

CullMode

Defines a culling mode for faces in rasterization process.

DepthFormat

Defines formats for depth-stencil buffer.

EffectParameterClass

Defines classes for effect parameters and shader constants.

EffectParameterType

Defines types for effect parameters and shader constants.

FillMode

Defines options for filling the primitive.

GraphicsAdapter.DriverType

Defines the driver type for graphics adapter. Usable only on DirectX platforms for now.

GraphicsDeviceStatus

Describes the status of the GraphicsDevice.

GraphicsProfile

Defines a set of graphic capabilities.

IndexElementSize

Defines size for index in IndexBuffer and DynamicIndexBuffer.

PresentInterval

Defines how Present() updates the game window.

PrimitiveType

Defines how vertex data is ordered.

RenderTargetUsage

Defines if the previous content in a render target is preserved when it set on the graphics device.

SetDataOptions

Defines how vertex or index buffer data will be flushed during a SetData operation.

SpriteEffects

Defines sprite visual options for mirroring.

SpriteSortMode

Defines sprite sort rendering options.

StencilOperation

Defines stencil buffer operations.

SurfaceFormat

Defines types of surface formats.

Texture2D.SurfaceType

Defines the values for the surface type of a Texture2D

TextureAddressMode

Defines modes for addressing texels using texture coordinates that are outside of the range of 0.0 to 1.0.

TextureFilter

Defines filtering types for texture sampler.

TextureFilterMode

Represents the texture filtering mode used for texture sampling.

VertexElementFormat

Defines vertex element formats.

VertexElementUsage

Defines usage for vertex elements.