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.
- 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,
- ShaderCompilerException
This exception occurs when a shader compiled at runtime has errors. It should provide enough information to help diagnose the bug.
- 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.
- NativeGraphicsHandles
Contains native graphics API handles for XR or other external interop. LogicalDevice is populated for all native backends. PhysicalDevice and Queue are populated for Vulkan and DirectX12. Other fields depend on Backend.
- 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.
- ShaderStage
The shader stage to compile or set shader resources for.
- 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.