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
DynamicVertexBuffer
Effect
EffectAnnotation
EffectAnnotationCollection

Represents a collection of EffectAnnotation objects.

EffectMaterial
EffectParameter
EffectParameterCollection

Represents a collection of EffectParameter objects.

EffectPass
EffectPassCollection

Represents a collection of EffectPass objects.

EffectTechnique
EffectTechniqueCollection

Represents a collection of EffectTechnique objects.

EnvironmentMapEffect

Built-in effect that supports environment mapping.

GraphicsAdapter
GraphicsDebug
GraphicsDebugMessage
GraphicsDevice
GraphicsResource
IndexBuffer
Model

A basic 3D model with per mesh parent bones.

ModelBone
ModelBoneCollection

Represents a set of bones associated with a model.

ModelEffectCollection

Represents a collection of effects associated with a model.

ModelMesh
ModelMeshCollection

Represents a collection of ModelMesh objects.

ModelMeshPart
ModelMeshPartCollection

Represents a collection of ModelMeshPart objects.

NoSuitableGraphicsDeviceException

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

OcclusionQuery
PresentationParameters
RasterizerState
RenderTarget2D
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
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
TargetBlendState
Texture
Texture2D
Texture3D
TextureCollection

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

TextureCube
VertexBuffer
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
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
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
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

Filtering modes for texture samplers.

VertexElementFormat

Defines vertex element formats.

VertexElementUsage

Defines usage for vertex elements.