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/Dlls/Delta.Graphics.xml

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  1<?xml version="1.0" encoding="utf-8"?>
  2<doc>
  3  <assembly>
  4    <name>Delta.Graphics</name>
  5  </assembly>
  6  <members>
  7    <member name="T:Delta.Graphics.BaseGeometry">
  8      <summary>
  9            Abstract Geometry mesh implementation class, each graphic framework has
 10            its own implementation (own drawing logic, optimizations, vertex buffers,
 11            etc.). Use the derived Geometry class to extend functionality.
 12            </summary>
 13    </member>
 14    <member name="F:Delta.Graphics.BaseGeometry.FinalBoneMatrices">
 15      <summary>
 16            Represents the final computed bone matrices (of the current animation
 17            state) for the shader. Can be overwritten from rendering code.
 18            </summary>
 19    </member>
 20    <member name="M:Delta.Graphics.BaseGeometry.#ctor(Delta.ContentSystem.Rendering.GeometryData)">
 21      <summary>
 22            Create geometry from already created GeometryData (from content or for
 23            creating dynamic meshes, like for Lines, UI rendering or Effects).
 24            </summary>
 25      <param name="setMeshData">Geometry mesh data</param>
 26    </member>
 27    <member name="M:Delta.Graphics.BaseGeometry.Dispose">
 28      <summary>
 29            Dispose Native stuff like VAO/VBO/IBO etc. Always must be implemented.
 30            </summary>
 31    </member>
 32    <member name="M:Delta.Graphics.BaseGeometry.ToString">
 33      <summary>
 34            To string helper method to print out the geometry data and bones.
 35            </summary>
 36      <returns>
 37            A <see cref="T:System.String" /> that represents this instance.
 38            </returns>
 39    </member>
 40    <member name="M:Delta.Graphics.BaseGeometry.Create(Delta.Graphics.BaseShader)">
 41      <summary>
 42            Create native mesh data (vertex buffers, vertex array objects, etc.)
 43            This is done when Drawing for the first time.
 44            </summary>
 45      <param name="shader">Shader used for rendering, also helpful when
 46            generating this geometry for the vertex format, etc.</param>
 47    </member>
 48    <member name="P:Delta.Graphics.BaseGeometry.Data">
 49      <summary>
 50            GeometryData object that holds all the information for this geometry,
 51            the vertices, indices and the material id.
 52            </summary>
 53    </member>
 54    <member name="T:Delta.Graphics.BaseRenderToTexture">
 55      <summary>
 56            Render To Texture class for rendering into textures. This is needed
 57            mostly for shadow mapping and post screen shader techniques.
 58            </summary>
 59    </member>
 60    <member name="T:Delta.Graphics.BaseTexture">
 61      <summary>
 62            Based on the Content class, this is a specific implementation for
 63            images with some extra data like PixelSize, BlendMode, UseFiltering, UV
 64            and NumberOfAnimatedImages (all from the ContentData meta data).
 65            </summary>
 66    </member>
 67    <member name="F:Delta.Graphics.BaseTexture.UV">
 68      <summary>
 69            The texture coordinates of this image. Normally (0, 0, 1, 1)
 70            But necessary when using atlas textures (what we are mostly doing).
 71            </summary>
 72    </member>
 73    <member name="F:Delta.Graphics.BaseTexture.InnerDrawArea">
 74      <summary>
 75            Helper for the inner rectangle for rendering, which will reduce any
 76            draw rectangle by this to make it fit in case there were empty pixels
 77            around this image.
 78            </summary>
 79    </member>
 80    <member name="F:Delta.Graphics.BaseTexture.useInnerDrawArea">
 81      <summary>
 82            Usually innerUV is unused, when it used all drawing needs to be
 83            reduced to innerUV (which costs some performance but saves a lot of
 84            memory for textures, especially in animations).
 85            </summary>
 86    </member>
 87    <member name="F:Delta.Graphics.BaseTexture.image">
 88      <summary>
 89            Link to image meta data, only used internally here to grab the image
 90            data and to allow reloading the texture when it changes. Unused for
 91            generated textures (via Create with RGB data or RenderToTextures).
 92            </summary>
 93    </member>
 94    <member name="M:Delta.Graphics.BaseTexture.#ctor(System.String)">
 95      <summary>
 96            Create an image, will just pass the image name on to the Texture
 97            class, which will load the image content. Use Get to create and load
 98            images (this makes sure we only create one instance per image).
 99            </summary>
100      <param name="imageName">Image content name to load. If this is empty
101            no content will be loaded (just fallback data will be set).</param>
102    </member>
103    <member name="M:Delta.Graphics.BaseTexture.#ctor(System.Boolean,System.String)">
104      <summary>
105            Helper constructor to just create an empty texture. Used for the
106            BaseRenderToTexture constructor and for Texture.Create.
107            </summary>
108    </member>
109    <member name="M:Delta.Graphics.BaseTexture.HasSameAtlasImage(Delta.Graphics.BaseTexture)">
110      <summary>
111            Has this texture the same atlas image data as another texture? This
112            check is important for merging draw calls and changing shaders around.
113            It just uses the image meta data to figure out if different images and
114            thus native texture objects have been created.
115            </summary>
116      <param name="other">Other texture</param>
117      <returns>
118        <c>true</c> if both textures have the same atlas image,
119            otherwise <c>false</c> (not loaded via content or in different images).
120            </returns>
121    </member>
122    <member name="M:Delta.Graphics.BaseTexture.Load">
123      <summary>
124            Load texture native data with help of the LoadNativeData method. This
125            method prepares all the fields, handles the cloning and also provides
126            error handling if anything goes wrong (then a fallback texture is
127            created). It only provides the common functionality for all derived
128            classes that actually contain the image data, pointers and handles.
129            </summary>
130      <exception cref="T:System.NullReferenceException">This method should not be 
131            called for dynamically created texture. It only makes sense when the 
132            underlying image content is set!</exception>
133    </member>
134    <member name="M:Delta.Graphics.BaseTexture.Dispose">
135      <summary>
136            Textures contain native data that needs to be disposed again. This
137            can be done by the top level (e.g. from a material or 3D model), but
138            also from the content pipeline (e.g. all used images in a scene are
139            disposed when the current scene is closed).
140            </summary>
141    </member>
142    <member name="M:Delta.Graphics.BaseTexture.CreateDefaultTexture">
143      <summary>
144            Helper method to create the default texture with help of the abstract
145            CreateTexture2D method that is implemented in each implementation.
146            </summary>
147    </member>
148    <member name="M:Delta.Graphics.BaseTexture.CloneNativeData(Delta.Graphics.BaseTexture)">
149      <summary>
150            Clone method, which is called from Texture.Load if the native data
151            is supposed to be the same atlas image. Then we will just set all the
152            internal handles (OpenGL texture id, Xna Texture, etc.) to the already
153            created ones.
154            </summary>
155      <param name="textureToCloneFrom">Specific texture object we can
156            clone all data from, can be casted to the type of the implementation.
157            </param>
158    </member>
159    <member name="M:Delta.Graphics.BaseTexture.LoadNativeData(System.String)">
160      <summary>
161            Load native image texture with OpenGL and return the integer instance.
162            </summary>
163      <param name="filename">Filename to load</param>
164      <returns>True if the texture was successfully loaded and can be used
165            and cloned (e.g. atlas textures) from now on.</returns>
166    </member>
167    <member name="M:Delta.Graphics.BaseTexture.FillTextureData(Delta.Utilities.Datatypes.Size,System.Byte[],System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
168      <summary>
169            Fill texture with given RGB data. This method is called both from
170            LoadNativeData on some implementations, but it is also used to create
171            textures programmatically (e.g. maps) and for fallback textures.
172            Note: Size of the texture in pixels (pixelSize) must be set before and
173            Width * Height must match rgbData.Length / 3. Also blend mode and if
174            linear filtering should be enabled must be set for this texture.
175            </summary>
176    </member>
177    <member name="M:Delta.Graphics.BaseTexture.DisposeNativeData">
178      <summary>
179            Dispose native texture data method, which is called from Dispose if
180            the native data is supposed to be released if atlas image is not
181            longer referenced by any textures or images. Also always called for
182            dynamically created textures.
183            </summary>
184    </member>
185    <member name="M:Delta.Graphics.BaseTexture.ToString">
186      <summary>
187            To string, will display the texture class name and some extra data.
188            </summary>
189      <returns>
190            A <see cref="T:System.String" /> that represents this Texture instance
191            with the used image name, pixel size, blend mode and uv meta data.
192            </returns>
193    </member>
194    <member name="P:Delta.Graphics.BaseTexture.Name">
195      <summary>
196            Texture name, set from the image content name. Never actually used
197            except for debugging purposes.
198            </summary>
199    </member>
200    <member name="P:Delta.Graphics.BaseTexture.PixelSize">
201      <summary>
202            The size of the image in pixels (NOT in quadratic space and also NOT
203            necessarily the size of the real bitmap from disk, which might be
204            an atlas texture that is much bigger than this image size). Either set
205            by the image content or by the Texture.Create method for dynamically
206            created textures.
207            </summary>
208    </member>
209    <member name="P:Delta.Graphics.BaseTexture.BlendMode">
210      <summary>
211            Blend mode used for this image, set in constructor and can't be
212            changed. This is important for the MaterialManager sorting logic!
213            </summary>
214    </member>
215    <member name="P:Delta.Graphics.BaseTexture.HasAlpha">
216      <summary>
217            Has this image an alpha channel? This is not true for Opaque,
218            Additive, Subtractive and Light effect images.
219            </summary>
220    </member>
221    <member name="P:Delta.Graphics.BaseTexture.UseLinearFiltering">
222      <summary>
223            Helper property to determinate if we need to enable filtering for
224            rendering this image (usually in a shader). True is the default and
225            means we are going to use Trilinear filtering, false means no
226            filtering, which is often called Nearest or Point filtering.
227            Note: For fonts and the default image (4x4 pixels) this is
228            automatically set to false for more accurate and sharp rendering.
229            </summary>
230    </member>
231    <member name="P:Delta.Graphics.BaseTexture.AllowTiling">
232      <summary>
233            Allow tiling for this texture? By default this is off and using this
234            prevents us from using atlas textures and many optimizations, so it
235            should be avoided as much as possible.
236            </summary>
237    </member>
238    <member name="P:Delta.Graphics.BaseTexture.IsCubeMap">
239      <summary>
240            True if this texture is a CubeMap, always set if the name contains Sky
241            </summary>
242    </member>
243    <member name="M:Delta.Graphics.BaseRenderToTexture.#ctor(System.String,Delta.Utilities.Datatypes.Size,System.Boolean,System.Boolean,System.Boolean)">
244      <summary>
245            Creates an instance of render to texture. Please note that calling
246            Render will initialize this instance (with the
247            MakeSureRenderTargetIsInitialized helper method), this constructor
248            does nothing here yet.
249            TODO: we should only use name and pixel size here, rest can be set via properties above and force a recreation (CreateFbo is only called when first used)
250            </summary>
251      <param name="setName">Name for this RenderToTexture</param>
252      <param name="setPixelSize">Pixel size of the target texture</param>
253      <param name="setIsDepthTexture">If set to <c>true</c> the texture
254            target is a depth texture</param>
255      <param name="setIsShadowProjected">If set to <c>true</c> the texture
256            target is projected shadow texture to be used in shadow mapping.
257            </param>
258      <param name="setUseStencilBuffer">
259            Use the stencil flag for this RenderToTexture instance?
260            </param>
261    </member>
262    <member name="M:Delta.Graphics.BaseRenderToTexture.Render(Delta.Engine.Dynamic.RunDelegate)">
263      <summary>
264            Draw something on the texture. Please note that all rendering
265            managers (draw manager, material manager, etc.) will be flushed to
266            this texture at the end of this Render class. So do it at the very
267            beginning of a new frame to avoid draw issues from other draw calls.
268            </summary>
269      <param name="renderDelegate">The render delegate.</param>
270    </member>
271    <member name="M:Delta.Graphics.BaseRenderToTexture.Bind">
272      <summary>
273            Bind our RenderToTexture to device. This is called immediately before
274            executing the renderDelegate in Render. Unbind is called after that.
275            </summary>
276    </member>
277    <member name="M:Delta.Graphics.BaseRenderToTexture.Unbind">
278      <summary>
279            Unbind our RenderToTexture from device. This is called immediately
280            after executing the renderDelegate in Render.
281            </summary>
282    </member>
283    <member name="M:Delta.Graphics.BaseRenderToTexture.MakeSureRenderTargetIsInitialized">
284      <summary>
285            Makes the sure render target is initialized.
286            </summary>
287    </member>
288    <member name="M:Delta.Graphics.BaseRenderToTexture.CreateDefaultTexture">
289      <summary>
290            Create default texture (not supported by RenderToTexture).
291            </summary>
292    </member>
293    <member name="M:Delta.Graphics.BaseRenderToTexture.CloneNativeData(Delta.Graphics.BaseTexture)">
294      <summary>
295            CloneNativeData (not supported by RenderToTexture).
296            </summary>
297      <param name="textureToCloneFrom"></param>
298    </member>
299    <member name="M:Delta.Graphics.BaseRenderToTexture.LoadNativeData(System.String)">
300      <summary>
301            LoadNativeData (not supported by RenderToTexture).
302            </summary>
303    </member>
304    <member name="M:Delta.Graphics.BaseRenderToTexture.FillTextureData(Delta.Utilities.Datatypes.Size,System.Byte[],System.Int32,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Boolean)">
305      <summary>
306            FillTexture data (not supported by RenderToTexture).
307            </summary>
308    </member>
309    <member name="P:Delta.Graphics.BaseRenderToTexture.IsDepthTexture">
310      <summary>
311            Is this RenderTexture a depth texture (mostly used for shadow or
312            depth texture compares)? Must be set in constructor.
313            </summary>
314    </member>
315    <member name="P:Delta.Graphics.BaseRenderToTexture.IsShadowProjected">
316      <summary>
317            Is this RenderTexture projected as a shadow texture and going to be
318            used in a shader with some shadow mapping technique? Must be set in
319            constructor.
320            </summary>
321    </member>
322    <member name="P:Delta.Graphics.BaseRenderToTexture.UseStencilBuffer">
323      <summary>
324            Does this RenderTexture use a stencil buffer? Must be set in
325            constructor.
326            </summary>
327    </member>
328    <member name="P:Delta.Graphics.BaseRenderToTexture.StencilColor">
329      <summary>
330            The mask color used for the stencilbuffer, will be used when clearing.
331            </summary>
332    </member>
333    <member name="T:Delta.Graphics.BaseShader">
334      <summary>
335            Shader base class, defines all the public methods we can call from the
336            outside, mostly done from the material class or some render classes.
337            Most importantly each platform implements all the platform dependant
338            render code (which can be both fixed function or shader based if the
339            hardware supports it).
340            </summary>
341    </member>
342    <member name="F:Delta.Graphics.BaseShader.diffuseMapHandle">
343      <summary>
344            Diffuse map handle for SetUniform
345            </summary>
346    </member>
347    <member name="F:Delta.Graphics.BaseShader.detailMapHandle">
348      <summary>
349            Detail map handle for SetUniform
350            </summary>
351    </member>
352    <member name="F:Delta.Graphics.BaseShader.normalMapHandle">
353      <summary>
354            Normal map handle for SetUniform
355            </summary>
356    </member>
357    <member name="F:Delta.Graphics.BaseShader.lightMapHandle">
358      <summary>
359            Light map handle for SetUniform
360            </summary>
361    </member>
362    <member name="F:Delta.Graphics.BaseShader.specularMapHandle">
363      <summary>
364            Specular map handle for SetUniform
365            </summary>
366    </member>
367    <member name="F:Delta.Graphics.BaseShader.heightMapHandle">
368      <summary>
369            Height map handle for SetUniform
370            </summary>
371    </member>
372    <member name="F:Delta.Graphics.BaseShader.reflectionCubeMapHandle">
373      <summary>
374            Light map handle for SetUniform
375            </summary>
376    </member>
377    <member name="F:Delta.Graphics.BaseShader.shaderLutTextureHandle">
378      <summary>
379            Shader Lut BaseTexture SetUniform handle for optimizations
380            </summary>
381    </member>
382    <member name="F:Delta.Graphics.BaseShader.shadowMapTextureHandle">
383      <summary>
384            Shadow map BaseTexture SetUniform handle for optimizations
385            </summary>
386    </member>
387    <member name="F:Delta.Graphics.BaseShader.data">
388      <summary>
389            Shader data that is loaded from content in the constructor. This is
390            only kept around to allow delayed loading (we don't need it all until
391            the properties are accessed).
392            </summary>
393    </member>
394    <member name="F:Delta.Graphics.BaseShader.worldViewProjectionHandle">
395      <summary>
396            World view projection handle
397            </summary>
398    </member>
399    <member name="F:Delta.Graphics.BaseShader.skinnedMatricesHandle">
400      <summary>
401            Skinned Matrices handle. There is no property for this shader parameter
402            because it is set directly in the Set3DRenderMatrixWithBones method!
403            </summary>
404    </member>
405    <member name="F:Delta.Graphics.BaseShader.in2DMode">
406      <summary>
407            Helper to figure out if we called Set2DRenderMatrix or
408            Set3DRenderMatrix last for special optimizations.
409            </summary>
410    </member>
411    <member name="F:Delta.Graphics.BaseShader.worldViewProjection">
412      <summary>
413            World view projection (cached for Set3DRenderMatrix), this one is
414            the cached matrix value just for this shader (needs to be set for
415            each shader that uses Set3DRenderMatrix, so it cannot be static).
416            </summary>
417    </member>
418    <member name="M:Delta.Graphics.BaseShader.#ctor(Delta.ContentSystem.Rendering.ShaderData)">
419      <summary>
420            Creates a base shader, this constructor will grab the ShaderData and
421            then setup the native shader objects (the graphics device needs to be
422            up). When the device is lost or the window gets resized the matrices
423            are updated, we reload everything and grab the shader parameters again.
424            The Load method also checks if we are loading the same shader again
425            and caches the results, so we never create two instances of the same
426            shader! If we do a warning is outputted to prevent bad performance
427            of using multiple shaders with the exact same internal data.
428            </summary>
429      <param name="setShaderData">
430            Set shader meta data for loading and creating the Shader from the
431            content system data (.DeltaShader). See ShaderData for details.
432            </param>
433    </member>
434    <member name="M:Delta.Graphics.BaseShader.Load">
435      <summary>
436            Load shader method, which is triggered by using the ShaderHandle!
437            The Load method also checks if we are loading the same shader again
438            and caches the results, so we never create two instances of the same
439            shader! If we do a warning is outputted to prevent bad performance
440            of using multiple shaders with the exact same internal data.
441            </summary>
442    </member>
443    <member name="M:Delta.Graphics.BaseShader.LoadShaderCode(System.String)">
444      <summary>
445            Native load shader code method, will load the shader code into a
446            shader handle, which can even be reused if the same content is
447            requested again.
448            </summary>
449    </member>
450    <member name="M:Delta.Graphics.BaseShader.UpdateShaderHandleAndUniforms(System.Object)">
451      <summary>
452            Get all uniform handles from the shader and resets all default values.
453            This also sets the native shader handle, which is needed for the
454            GetUniformHandle methods used here.
455            </summary>
456    </member>
457    <member name="M:Delta.Graphics.BaseShader.GetUniformHandle(Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames)">
458      <summary>
459            Get uniform handle. This method must always return null or some
460            valid handle (can be an object, an integer, does not matter, but if
461            the uniform does not exist, this MUST return null, not 0 or -1).
462            </summary>
463    </member>
464    <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,System.Single)">
465      <summary>
466            Set uniform float (for some special settings, e.g. fog, time, etc.)
467            </summary>
468    </member>
469    <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Vector)">
470      <summary>
471            Set uniform Vector (for some advanced shaders)
472            </summary>
473    </member>
474    <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Matrix@)">
475      <summary>
476            Set uniform Matrix (for world, viewInverse and worldViewProj).
477            A boxed reference value is used here to increase performance.
478            </summary>
479    </member>
480    <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Matrix[])">
481      <summary>
482            Set uniform Matrix array (for skinning)
483            </summary>
484    </member>
485    <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Color)">
486      <summary>
487            Set uniform Color (for material colors)
488            </summary>
489    </member>
490    <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Graphics.BaseTexture)">
491      <summary>
492            Set uniform Image (for texturing)
493            </summary>
494    </member>
495    <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Point)">
496      <summary>
497            Set uniform Point (rarely used (PostScreenWindowSize for example))
498            </summary>
499    </member>
500    <member name="M:Delta.Graphics.BaseShader.Set2DRenderMatrix">
501      <summary>
502            Set 2D render matrix, will set the worldHandle and
503            worldViewProjectionHandle for shaders that support it. Otherwise the
504            derived class needs to override this method and provide alternate
505            ways to set the world, view and projection matrices.
506            </summary>
507    </member>
508    <member name="M:Delta.Graphics.BaseShader.Update2DWorldViewProjectionMatrix(Delta.Utilities.Datatypes.Matrix@)">
509      <summary>
510            Update 2D Render Matrix helper method to update the
511            worldViewProjection matrix in the shader for 2D rendering. Very
512            rarely used (only if some offset is needed for 2D drawing, like for
513            font geometry positioning or rotation).
514            </summary>
515      <param name="viewMatrix">The view matrix.</param>
516    </member>
517    <member name="M:Delta.Graphics.BaseShader.Set3DRenderMatrix(Delta.Utilities.Datatypes.Matrix@)">
518      <summary>
519            Set 3D render matrix, will set the worldHandle, viewInverseHandle and
520            worldViewProjectionHandle for shaders that support it. Otherwise the
521            derived class needs to override this method and provide alternate
522            ways to set the world, view and projection matrices.
523            </summary>
524    </member>
525    <member name="M:Delta.Graphics.BaseShader.Set3DRenderMatrix(Delta.Utilities.Datatypes.Matrix@,Delta.Utilities.Datatypes.Matrix[])">
526      <summary>
527            Set 3D render matrix with bones, same as Set3DRenderMatrix, but also
528            updates the bones for animated meshes.
529            </summary>
530      <param name="worldMatrix">Object world matrix for 3D rendering</param>
531      <param name="skinnedBoneMatrices">Optional skinned matrices</param>
532    </member>
533    <member name="M:Delta.Graphics.BaseShader.ApplyUniforms">
534      <summary>
535            Apply uniforms, which is needed for some platforms (Xna and SlimDX)
536            to apply the shaders or even start the shader pass (for Xna).
537            Not used at all on OpenGL platforms, all uniforms are set directly.
538            </summary>
539    </member>
540    <member name="M:Delta.Graphics.BaseShader.Render(Delta.Engine.Dynamic.RunDelegate)">
541      <summary>
542            Draw something in 2D or 3D with this shader, should be called as few
543            times as possible (rendering is much faster without many shader
544            switches). This is currently ONLY used from the MaterialManager!
545            </summary>
546      <param name="renderDelegate">This is the delegate we pass from the
547            MaterialManager, which will render all RenderGeometries with the
548            pre-calculated geometries and their materials (we don't know anything
549            about that here, it is all handled and sorted over there).</param>
550    </member>
551    <member name="M:Delta.Graphics.BaseShader.Dispose">
552      <summary>
553            Dispose this shader. This will make the shader unusable for rendering.
554            If you need to recreate it, just create a new instance for this shader.
555            </summary>
556    </member>
557    <member name="M:Delta.Graphics.BaseShader.ToString">
558      <summary>
559            To string
560            </summary>
561      <returns>
562            A <see cref="T:System.String" /> that represents this instance.
563            </returns>
564    </member>
565    <member name="P:Delta.Graphics.BaseShader.Name">
566      <summary>
567            Content name of this shader (from the Content System ShaderData).
568            </summary>
569    </member>
570    <member name="P:Delta.Graphics.BaseShader.Flags">
571      <summary>
572            Shader flags from the content (ShaderData).
573            </summary>
574    </member>
575    <member name="P:Delta.Graphics.BaseShader.VertexFormat">
576      <summary>
577            The vertex format that is required for a mesh that should be rendered
578            with this shader.
579            </summary>
580    </member>
581    <member name="P:Delta.Graphics.BaseShader.DiffuseMap">
582      <summary>
583            DiffuseMap (keyword in shader 'DiffuseMap')
584            TODO: re-enable same atlas warning, currently disabled because optimizations are disabled and this warning comes often
585            </summary>
586    </member>
587    <member name="P:Delta.Graphics.BaseShader.DetailMap">
588      <summary>
589            DetailMap (keyword in shader 'DetailMap')
590            </summary>
591    </member>
592    <member name="P:Delta.Graphics.BaseShader.NormalMap">
593      <summary>
594            NormalMap (keyword in shader 'NormalMap')
595            </summary>
596    </member>
597    <member name="P:Delta.Graphics.BaseShader.LightMap">
598      <summary>
599            LightMap (keyword in shader 'LightMap')
600            </summary>
601    </member>
602    <member name="P:Delta.Graphics.BaseShader.SpecularMap">
603      <summary>
604            SpecularMap (keyword in shader 'SpecularMap')
605            </summary>
606    </member>
607    <member name="P:Delta.Graphics.BaseShader.HeightMap">
608      <summary>
609            HeightMap (keyword in shader 'HeightMap')
610            </summary>
611    </member>
612    <member name="P:Delta.Graphics.BaseShader.ReflectionCubeMap">
613      <summary>
614            ReflectionCubeMap (keyword in shader 'ReflectionCubeMap')
615            </summary>
616    </member>
617    <member name="P:Delta.Graphics.BaseShader.ShaderLutTexture">
618      <summary>
619            SpecularMap (keyword in shader 'SpecularMap')
620            </summary>
621    </member>
622    <member name="P:Delta.Graphics.BaseShader.ShadowMapTexture">
623      <summary>
624            ShadowMap (keyword in shader 'ShadowMap')
625            </summary>
626    </member>
627    <member name="P:Delta.Graphics.BaseShader.AmbientColor">
628      <summary>
629            AmbientColor (keyword in shader 'AmbientColor'). This only has an
630            effect if this shader parameter is used.
631            </summary>
632    </member>
633    <member name="P:Delta.Graphics.BaseShader.DiffuseColor">
634      <summary>
635            DiffuseColor (keyword in shader 'DiffuseColor'). This only has an
636            effect if this shader parameter is used. If just vertex colors are
637            used, you must color them instead.
638            </summary>
639    </member>
640    <member name="P:Delta.Graphics.BaseShader.LightDirection">
641      <summary>
642            LightDirection (keyword in shader 'LightDirection').
643            </summary>
644    </member>
645    <member name="P:Delta.Graphics.BaseShader.LightPosition">
646      <summary>
647            LightPosition (keyword in shader 'LightPosition').
648            </summary>
649    </member>
650    <member name="P:Delta.Graphics.BaseShader.LightRadius">
651      <summary>
652            LightRadius (keyword in shader 'LightRadius').
653            </summary>
654    </member>
655    <member name="P:Delta.Graphics.BaseShader.LightColor">
656      <summary>
657            LightColor (keyword in shader 'LightColor').
658            </summary>
659    </member>
660    <member name="P:Delta.Graphics.BaseShader.LightTwoPosition">
661      <summary>
662            LightTwoPosition (keyword in shader 'LightTwoPosition').
663            </summary>
664    </member>
665    <member name="P:Delta.Graphics.BaseShader.LightTwoRadius">
666      <summary>
667            LightTwoRadius (keyword in shader 'LightTwoRadius').
668            </summary>
669    </member>
670    <member name="P:Delta.Graphics.BaseShader.LightTwoColor">
671      <summary>
672            LightTwoColor (keyword in shader 'LightTwoColor').
673            </summary>
674    </member>
675    <member name="P:Delta.Graphics.BaseShader.PostScreenWindowSize">
676      <summary>
677            PostScreenWindowSize (keyword in shader 'PostScreenWindowSize').
678            </summary>
679    </member>
680    <member name="P:Delta.Graphics.BaseShader.PostScreenMap">
681      <summary>
682            PostScreenMap (keyword in shader 'PostScreenMap').
683            </summary>
684    </member>
685    <member name="P:Delta.Graphics.BaseShader.PostScreenBorderFadeoutMap">
686      <summary>
687            PostScreenBorderFadeoutMap
688            (keyword in shader 'PostScreenBorderFadeoutMap').
689            </summary>
690    </member>
691    <member name="P:Delta.Graphics.BaseShader.PostScreenNoiseMap">
692      <summary>
693            PostScreenNoiseMap (keyword in shader 'PostScreenNoiseMap').
694            </summary>
695    </member>
696    <member name="P:Delta.Graphics.BaseShader.ShadowMapTransform">
697      <summary>
698            ShadowMapTransform (keyword in shader 'ShadowMapTransform').
699            </summary>
700    </member>
701    <member name="P:Delta.Graphics.BaseShader.ShadowMapLightWorldViewProj">
702      <summary>
703            ShadowMapLightWorldViewProj
704            (keyword in shader 'ShadowMapLightWorldViewProj').
705            </summary>
706    </member>
707    <member name="P:Delta.Graphics.BaseShader.Is2D">
708      <summary>
709            Is 2D
710            </summary>
711    </member>
712    <member name="P:Delta.Graphics.BaseShader.IsCompressed">
713      <summary>
714            Is Vertex Data compressed for this shader?
715            </summary>
716    </member>
717    <member name="P:Delta.Graphics.BaseShader.HasNoTexturing">
718      <summary>
719            Has this shader no texturing?
720            </summary>
721    </member>
722    <member name="P:Delta.Graphics.BaseShader.HasDynamicLighting">
723      <summary>
724            Has dynamic lighting? If AmbientDiffuse is used we assume that
725            lighting is used somehow (directional, point lights, colors, etc.)
726            </summary>
727    </member>
728    <member name="P:Delta.Graphics.BaseShader.IsAlphaTest">
729      <summary>
730            Is alpha test used for this shader? Only materials that have alpha
731            transparency and alpha testing enabled should be used for this shader
732            (others will work too, but this shader is bad for performance).
733            </summary>
734    </member>
735    <member name="P:Delta.Graphics.BaseShader.LightViewProjectionBiasMatrix">
736      <summary>
737            LightViewProjectionBias
738            (keyword in shader 'LightViewProjectionBias').
739            </summary>
740    </member>
741    <member name="T:Delta.Graphics.ScreenshotCapturer">
742      <summary>
743            Base screenshot capturer, concrete implementation can be found in each
744            graphics framework.
745            </summary>
746    </member>
747    <member name="F:Delta.Graphics.ScreenshotCapturer.CapturingAllowed">
748      <summary>
749            If capturing is allowed
750            </summary>
751    </member>
752    <member name="M:Delta.Graphics.ScreenshotCapturer.#ctor">
753      <summary>
754            Create base screenshot capturer
755            </summary>
756    </member>
757    <member name="M:Delta.Graphics.ScreenshotCapturer.MakeScreenshot">
758      <summary>
759            Make screenshot.
760            This needs to be implemented in the platform modules.
761            </summary>
762      <returns>Returns the path to the created screenshot.</returns>
763    </member>
764    <member name="M:Delta.Graphics.ScreenshotCapturer.GetNextFilename">
765      <summary>
766            Get next filename
767            </summary>
768    </member>
769    <member name="P:Delta.Graphics.ScreenshotCapturer.ScreenshotPath">
770      <summary>
771            Screenshot path
772            </summary>
773    </member>
774  </members>
775</doc>