/Dlls/Delta.Graphics.xml
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Possible License(s): Apache-2.0
- <?xml version="1.0" encoding="utf-8"?>
- <doc>
- <assembly>
- <name>Delta.Graphics</name>
- </assembly>
- <members>
- <member name="T:Delta.Graphics.BaseGeometry">
- <summary>
- Abstract Geometry mesh implementation class, each graphic framework has
- its own implementation (own drawing logic, optimizations, vertex buffers,
- etc.). Use the derived Geometry class to extend functionality.
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseGeometry.FinalBoneMatrices">
- <summary>
- Represents the final computed bone matrices (of the current animation
- state) for the shader. Can be overwritten from rendering code.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseGeometry.#ctor(Delta.ContentSystem.Rendering.GeometryData)">
- <summary>
- Create geometry from already created GeometryData (from content or for
- creating dynamic meshes, like for Lines, UI rendering or Effects).
- </summary>
- <param name="setMeshData">Geometry mesh data</param>
- </member>
- <member name="M:Delta.Graphics.BaseGeometry.Dispose">
- <summary>
- Dispose Native stuff like VAO/VBO/IBO etc. Always must be implemented.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseGeometry.ToString">
- <summary>
- To string helper method to print out the geometry data and bones.
- </summary>
- <returns>
- A <see cref="T:System.String" /> that represents this instance.
- </returns>
- </member>
- <member name="M:Delta.Graphics.BaseGeometry.Create(Delta.Graphics.BaseShader)">
- <summary>
- Create native mesh data (vertex buffers, vertex array objects, etc.)
- This is done when Drawing for the first time.
- </summary>
- <param name="shader">Shader used for rendering, also helpful when
- generating this geometry for the vertex format, etc.</param>
- </member>
- <member name="P:Delta.Graphics.BaseGeometry.Data">
- <summary>
- GeometryData object that holds all the information for this geometry,
- the vertices, indices and the material id.
- </summary>
- </member>
- <member name="T:Delta.Graphics.BaseRenderToTexture">
- <summary>
- Render To Texture class for rendering into textures. This is needed
- mostly for shadow mapping and post screen shader techniques.
- </summary>
- </member>
- <member name="T:Delta.Graphics.BaseTexture">
- <summary>
- Based on the Content class, this is a specific implementation for
- images with some extra data like PixelSize, BlendMode, UseFiltering, UV
- and NumberOfAnimatedImages (all from the ContentData meta data).
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseTexture.UV">
- <summary>
- The texture coordinates of this image. Normally (0, 0, 1, 1)
- But necessary when using atlas textures (what we are mostly doing).
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseTexture.InnerDrawArea">
- <summary>
- Helper for the inner rectangle for rendering, which will reduce any
- draw rectangle by this to make it fit in case there were empty pixels
- around this image.
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseTexture.useInnerDrawArea">
- <summary>
- Usually innerUV is unused, when it used all drawing needs to be
- reduced to innerUV (which costs some performance but saves a lot of
- memory for textures, especially in animations).
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseTexture.image">
- <summary>
- Link to image meta data, only used internally here to grab the image
- data and to allow reloading the texture when it changes. Unused for
- generated textures (via Create with RGB data or RenderToTextures).
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.#ctor(System.String)">
- <summary>
- Create an image, will just pass the image name on to the Texture
- class, which will load the image content. Use Get to create and load
- images (this makes sure we only create one instance per image).
- </summary>
- <param name="imageName">Image content name to load. If this is empty
- no content will be loaded (just fallback data will be set).</param>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.#ctor(System.Boolean,System.String)">
- <summary>
- Helper constructor to just create an empty texture. Used for the
- BaseRenderToTexture constructor and for Texture.Create.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.HasSameAtlasImage(Delta.Graphics.BaseTexture)">
- <summary>
- Has this texture the same atlas image data as another texture? This
- check is important for merging draw calls and changing shaders around.
- It just uses the image meta data to figure out if different images and
- thus native texture objects have been created.
- </summary>
- <param name="other">Other texture</param>
- <returns>
- <c>true</c> if both textures have the same atlas image,
- otherwise <c>false</c> (not loaded via content or in different images).
- </returns>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.Load">
- <summary>
- Load texture native data with help of the LoadNativeData method. This
- method prepares all the fields, handles the cloning and also provides
- error handling if anything goes wrong (then a fallback texture is
- created). It only provides the common functionality for all derived
- classes that actually contain the image data, pointers and handles.
- </summary>
- <exception cref="T:System.NullReferenceException">This method should not be
- called for dynamically created texture. It only makes sense when the
- underlying image content is set!</exception>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.Dispose">
- <summary>
- Textures contain native data that needs to be disposed again. This
- can be done by the top level (e.g. from a material or 3D model), but
- also from the content pipeline (e.g. all used images in a scene are
- disposed when the current scene is closed).
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.CreateDefaultTexture">
- <summary>
- Helper method to create the default texture with help of the abstract
- CreateTexture2D method that is implemented in each implementation.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.CloneNativeData(Delta.Graphics.BaseTexture)">
- <summary>
- Clone method, which is called from Texture.Load if the native data
- is supposed to be the same atlas image. Then we will just set all the
- internal handles (OpenGL texture id, Xna Texture, etc.) to the already
- created ones.
- </summary>
- <param name="textureToCloneFrom">Specific texture object we can
- clone all data from, can be casted to the type of the implementation.
- </param>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.LoadNativeData(System.String)">
- <summary>
- Load native image texture with OpenGL and return the integer instance.
- </summary>
- <param name="filename">Filename to load</param>
- <returns>True if the texture was successfully loaded and can be used
- and cloned (e.g. atlas textures) from now on.</returns>
- </member>
- <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)">
- <summary>
- Fill texture with given RGB data. This method is called both from
- LoadNativeData on some implementations, but it is also used to create
- textures programmatically (e.g. maps) and for fallback textures.
- Note: Size of the texture in pixels (pixelSize) must be set before and
- Width * Height must match rgbData.Length / 3. Also blend mode and if
- linear filtering should be enabled must be set for this texture.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.DisposeNativeData">
- <summary>
- Dispose native texture data method, which is called from Dispose if
- the native data is supposed to be released if atlas image is not
- longer referenced by any textures or images. Also always called for
- dynamically created textures.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseTexture.ToString">
- <summary>
- To string, will display the texture class name and some extra data.
- </summary>
- <returns>
- A <see cref="T:System.String" /> that represents this Texture instance
- with the used image name, pixel size, blend mode and uv meta data.
- </returns>
- </member>
- <member name="P:Delta.Graphics.BaseTexture.Name">
- <summary>
- Texture name, set from the image content name. Never actually used
- except for debugging purposes.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseTexture.PixelSize">
- <summary>
- The size of the image in pixels (NOT in quadratic space and also NOT
- necessarily the size of the real bitmap from disk, which might be
- an atlas texture that is much bigger than this image size). Either set
- by the image content or by the Texture.Create method for dynamically
- created textures.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseTexture.BlendMode">
- <summary>
- Blend mode used for this image, set in constructor and can't be
- changed. This is important for the MaterialManager sorting logic!
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseTexture.HasAlpha">
- <summary>
- Has this image an alpha channel? This is not true for Opaque,
- Additive, Subtractive and Light effect images.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseTexture.UseLinearFiltering">
- <summary>
- Helper property to determinate if we need to enable filtering for
- rendering this image (usually in a shader). True is the default and
- means we are going to use Trilinear filtering, false means no
- filtering, which is often called Nearest or Point filtering.
- Note: For fonts and the default image (4x4 pixels) this is
- automatically set to false for more accurate and sharp rendering.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseTexture.AllowTiling">
- <summary>
- Allow tiling for this texture? By default this is off and using this
- prevents us from using atlas textures and many optimizations, so it
- should be avoided as much as possible.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseTexture.IsCubeMap">
- <summary>
- True if this texture is a CubeMap, always set if the name contains Sky
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseRenderToTexture.#ctor(System.String,Delta.Utilities.Datatypes.Size,System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Creates an instance of render to texture. Please note that calling
- Render will initialize this instance (with the
- MakeSureRenderTargetIsInitialized helper method), this constructor
- does nothing here yet.
- 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)
- </summary>
- <param name="setName">Name for this RenderToTexture</param>
- <param name="setPixelSize">Pixel size of the target texture</param>
- <param name="setIsDepthTexture">If set to <c>true</c> the texture
- target is a depth texture</param>
- <param name="setIsShadowProjected">If set to <c>true</c> the texture
- target is projected shadow texture to be used in shadow mapping.
- </param>
- <param name="setUseStencilBuffer">
- Use the stencil flag for this RenderToTexture instance?
- </param>
- </member>
- <member name="M:Delta.Graphics.BaseRenderToTexture.Render(Delta.Engine.Dynamic.RunDelegate)">
- <summary>
- Draw something on the texture. Please note that all rendering
- managers (draw manager, material manager, etc.) will be flushed to
- this texture at the end of this Render class. So do it at the very
- beginning of a new frame to avoid draw issues from other draw calls.
- </summary>
- <param name="renderDelegate">The render delegate.</param>
- </member>
- <member name="M:Delta.Graphics.BaseRenderToTexture.Bind">
- <summary>
- Bind our RenderToTexture to device. This is called immediately before
- executing the renderDelegate in Render. Unbind is called after that.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseRenderToTexture.Unbind">
- <summary>
- Unbind our RenderToTexture from device. This is called immediately
- after executing the renderDelegate in Render.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseRenderToTexture.MakeSureRenderTargetIsInitialized">
- <summary>
- Makes the sure render target is initialized.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseRenderToTexture.CreateDefaultTexture">
- <summary>
- Create default texture (not supported by RenderToTexture).
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseRenderToTexture.CloneNativeData(Delta.Graphics.BaseTexture)">
- <summary>
- CloneNativeData (not supported by RenderToTexture).
- </summary>
- <param name="textureToCloneFrom"></param>
- </member>
- <member name="M:Delta.Graphics.BaseRenderToTexture.LoadNativeData(System.String)">
- <summary>
- LoadNativeData (not supported by RenderToTexture).
- </summary>
- </member>
- <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)">
- <summary>
- FillTexture data (not supported by RenderToTexture).
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseRenderToTexture.IsDepthTexture">
- <summary>
- Is this RenderTexture a depth texture (mostly used for shadow or
- depth texture compares)? Must be set in constructor.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseRenderToTexture.IsShadowProjected">
- <summary>
- Is this RenderTexture projected as a shadow texture and going to be
- used in a shader with some shadow mapping technique? Must be set in
- constructor.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseRenderToTexture.UseStencilBuffer">
- <summary>
- Does this RenderTexture use a stencil buffer? Must be set in
- constructor.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseRenderToTexture.StencilColor">
- <summary>
- The mask color used for the stencilbuffer, will be used when clearing.
- </summary>
- </member>
- <member name="T:Delta.Graphics.BaseShader">
- <summary>
- Shader base class, defines all the public methods we can call from the
- outside, mostly done from the material class or some render classes.
- Most importantly each platform implements all the platform dependant
- render code (which can be both fixed function or shader based if the
- hardware supports it).
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.diffuseMapHandle">
- <summary>
- Diffuse map handle for SetUniform
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.detailMapHandle">
- <summary>
- Detail map handle for SetUniform
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.normalMapHandle">
- <summary>
- Normal map handle for SetUniform
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.lightMapHandle">
- <summary>
- Light map handle for SetUniform
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.specularMapHandle">
- <summary>
- Specular map handle for SetUniform
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.heightMapHandle">
- <summary>
- Height map handle for SetUniform
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.reflectionCubeMapHandle">
- <summary>
- Light map handle for SetUniform
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.shaderLutTextureHandle">
- <summary>
- Shader Lut BaseTexture SetUniform handle for optimizations
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.shadowMapTextureHandle">
- <summary>
- Shadow map BaseTexture SetUniform handle for optimizations
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.data">
- <summary>
- Shader data that is loaded from content in the constructor. This is
- only kept around to allow delayed loading (we don't need it all until
- the properties are accessed).
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.worldViewProjectionHandle">
- <summary>
- World view projection handle
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.skinnedMatricesHandle">
- <summary>
- Skinned Matrices handle. There is no property for this shader parameter
- because it is set directly in the Set3DRenderMatrixWithBones method!
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.in2DMode">
- <summary>
- Helper to figure out if we called Set2DRenderMatrix or
- Set3DRenderMatrix last for special optimizations.
- </summary>
- </member>
- <member name="F:Delta.Graphics.BaseShader.worldViewProjection">
- <summary>
- World view projection (cached for Set3DRenderMatrix), this one is
- the cached matrix value just for this shader (needs to be set for
- each shader that uses Set3DRenderMatrix, so it cannot be static).
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.#ctor(Delta.ContentSystem.Rendering.ShaderData)">
- <summary>
- Creates a base shader, this constructor will grab the ShaderData and
- then setup the native shader objects (the graphics device needs to be
- up). When the device is lost or the window gets resized the matrices
- are updated, we reload everything and grab the shader parameters again.
- The Load method also checks if we are loading the same shader again
- and caches the results, so we never create two instances of the same
- shader! If we do a warning is outputted to prevent bad performance
- of using multiple shaders with the exact same internal data.
- </summary>
- <param name="setShaderData">
- Set shader meta data for loading and creating the Shader from the
- content system data (.DeltaShader). See ShaderData for details.
- </param>
- </member>
- <member name="M:Delta.Graphics.BaseShader.Load">
- <summary>
- Load shader method, which is triggered by using the ShaderHandle!
- The Load method also checks if we are loading the same shader again
- and caches the results, so we never create two instances of the same
- shader! If we do a warning is outputted to prevent bad performance
- of using multiple shaders with the exact same internal data.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.LoadShaderCode(System.String)">
- <summary>
- Native load shader code method, will load the shader code into a
- shader handle, which can even be reused if the same content is
- requested again.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.UpdateShaderHandleAndUniforms(System.Object)">
- <summary>
- Get all uniform handles from the shader and resets all default values.
- This also sets the native shader handle, which is needed for the
- GetUniformHandle methods used here.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.GetUniformHandle(Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames)">
- <summary>
- Get uniform handle. This method must always return null or some
- valid handle (can be an object, an integer, does not matter, but if
- the uniform does not exist, this MUST return null, not 0 or -1).
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,System.Single)">
- <summary>
- Set uniform float (for some special settings, e.g. fog, time, etc.)
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Set uniform Vector (for some advanced shaders)
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Matrix@)">
- <summary>
- Set uniform Matrix (for world, viewInverse and worldViewProj).
- A boxed reference value is used here to increase performance.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Matrix[])">
- <summary>
- Set uniform Matrix array (for skinning)
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Color)">
- <summary>
- Set uniform Color (for material colors)
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Graphics.BaseTexture)">
- <summary>
- Set uniform Image (for texturing)
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Point)">
- <summary>
- Set uniform Point (rarely used (PostScreenWindowSize for example))
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.Set2DRenderMatrix">
- <summary>
- Set 2D render matrix, will set the worldHandle and
- worldViewProjectionHandle for shaders that support it. Otherwise the
- derived class needs to override this method and provide alternate
- ways to set the world, view and projection matrices.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.Update2DWorldViewProjectionMatrix(Delta.Utilities.Datatypes.Matrix@)">
- <summary>
- Update 2D Render Matrix helper method to update the
- worldViewProjection matrix in the shader for 2D rendering. Very
- rarely used (only if some offset is needed for 2D drawing, like for
- font geometry positioning or rotation).
- </summary>
- <param name="viewMatrix">The view matrix.</param>
- </member>
- <member name="M:Delta.Graphics.BaseShader.Set3DRenderMatrix(Delta.Utilities.Datatypes.Matrix@)">
- <summary>
- Set 3D render matrix, will set the worldHandle, viewInverseHandle and
- worldViewProjectionHandle for shaders that support it. Otherwise the
- derived class needs to override this method and provide alternate
- ways to set the world, view and projection matrices.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.Set3DRenderMatrix(Delta.Utilities.Datatypes.Matrix@,Delta.Utilities.Datatypes.Matrix[])">
- <summary>
- Set 3D render matrix with bones, same as Set3DRenderMatrix, but also
- updates the bones for animated meshes.
- </summary>
- <param name="worldMatrix">Object world matrix for 3D rendering</param>
- <param name="skinnedBoneMatrices">Optional skinned matrices</param>
- </member>
- <member name="M:Delta.Graphics.BaseShader.ApplyUniforms">
- <summary>
- Apply uniforms, which is needed for some platforms (Xna and SlimDX)
- to apply the shaders or even start the shader pass (for Xna).
- Not used at all on OpenGL platforms, all uniforms are set directly.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.Render(Delta.Engine.Dynamic.RunDelegate)">
- <summary>
- Draw something in 2D or 3D with this shader, should be called as few
- times as possible (rendering is much faster without many shader
- switches). This is currently ONLY used from the MaterialManager!
- </summary>
- <param name="renderDelegate">This is the delegate we pass from the
- MaterialManager, which will render all RenderGeometries with the
- pre-calculated geometries and their materials (we don't know anything
- about that here, it is all handled and sorted over there).</param>
- </member>
- <member name="M:Delta.Graphics.BaseShader.Dispose">
- <summary>
- Dispose this shader. This will make the shader unusable for rendering.
- If you need to recreate it, just create a new instance for this shader.
- </summary>
- </member>
- <member name="M:Delta.Graphics.BaseShader.ToString">
- <summary>
- To string
- </summary>
- <returns>
- A <see cref="T:System.String" /> that represents this instance.
- </returns>
- </member>
- <member name="P:Delta.Graphics.BaseShader.Name">
- <summary>
- Content name of this shader (from the Content System ShaderData).
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.Flags">
- <summary>
- Shader flags from the content (ShaderData).
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.VertexFormat">
- <summary>
- The vertex format that is required for a mesh that should be rendered
- with this shader.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.DiffuseMap">
- <summary>
- DiffuseMap (keyword in shader 'DiffuseMap')
- TODO: re-enable same atlas warning, currently disabled because optimizations are disabled and this warning comes often
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.DetailMap">
- <summary>
- DetailMap (keyword in shader 'DetailMap')
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.NormalMap">
- <summary>
- NormalMap (keyword in shader 'NormalMap')
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightMap">
- <summary>
- LightMap (keyword in shader 'LightMap')
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.SpecularMap">
- <summary>
- SpecularMap (keyword in shader 'SpecularMap')
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.HeightMap">
- <summary>
- HeightMap (keyword in shader 'HeightMap')
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.ReflectionCubeMap">
- <summary>
- ReflectionCubeMap (keyword in shader 'ReflectionCubeMap')
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.ShaderLutTexture">
- <summary>
- SpecularMap (keyword in shader 'SpecularMap')
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.ShadowMapTexture">
- <summary>
- ShadowMap (keyword in shader 'ShadowMap')
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.AmbientColor">
- <summary>
- AmbientColor (keyword in shader 'AmbientColor'). This only has an
- effect if this shader parameter is used.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.DiffuseColor">
- <summary>
- DiffuseColor (keyword in shader 'DiffuseColor'). This only has an
- effect if this shader parameter is used. If just vertex colors are
- used, you must color them instead.
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightDirection">
- <summary>
- LightDirection (keyword in shader 'LightDirection').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightPosition">
- <summary>
- LightPosition (keyword in shader 'LightPosition').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightRadius">
- <summary>
- LightRadius (keyword in shader 'LightRadius').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightColor">
- <summary>
- LightColor (keyword in shader 'LightColor').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightTwoPosition">
- <summary>
- LightTwoPosition (keyword in shader 'LightTwoPosition').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightTwoRadius">
- <summary>
- LightTwoRadius (keyword in shader 'LightTwoRadius').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightTwoColor">
- <summary>
- LightTwoColor (keyword in shader 'LightTwoColor').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.PostScreenWindowSize">
- <summary>
- PostScreenWindowSize (keyword in shader 'PostScreenWindowSize').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.PostScreenMap">
- <summary>
- PostScreenMap (keyword in shader 'PostScreenMap').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.PostScreenBorderFadeoutMap">
- <summary>
- PostScreenBorderFadeoutMap
- (keyword in shader 'PostScreenBorderFadeoutMap').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.PostScreenNoiseMap">
- <summary>
- PostScreenNoiseMap (keyword in shader 'PostScreenNoiseMap').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.ShadowMapTransform">
- <summary>
- ShadowMapTransform (keyword in shader 'ShadowMapTransform').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.ShadowMapLightWorldViewProj">
- <summary>
- ShadowMapLightWorldViewProj
- (keyword in shader 'ShadowMapLightWorldViewProj').
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.Is2D">
- <summary>
- Is 2D
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.IsCompressed">
- <summary>
- Is Vertex Data compressed for this shader?
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.HasNoTexturing">
- <summary>
- Has this shader no texturing?
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.HasDynamicLighting">
- <summary>
- Has dynamic lighting? If AmbientDiffuse is used we assume that
- lighting is used somehow (directional, point lights, colors, etc.)
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.IsAlphaTest">
- <summary>
- Is alpha test used for this shader? Only materials that have alpha
- transparency and alpha testing enabled should be used for this shader
- (others will work too, but this shader is bad for performance).
- </summary>
- </member>
- <member name="P:Delta.Graphics.BaseShader.LightViewProjectionBiasMatrix">
- <summary>
- LightViewProjectionBias
- (keyword in shader 'LightViewProjectionBias').
- </summary>
- </member>
- <member name="T:Delta.Graphics.ScreenshotCapturer">
- <summary>
- Base screenshot capturer, concrete implementation can be found in each
- graphics framework.
- </summary>
- </member>
- <member name="F:Delta.Graphics.ScreenshotCapturer.CapturingAllowed">
- <summary>
- If capturing is allowed
- </summary>
- </member>
- <member name="M:Delta.Graphics.ScreenshotCapturer.#ctor">
- <summary>
- Create base screenshot capturer
- </summary>
- </member>
- <member name="M:Delta.Graphics.ScreenshotCapturer.MakeScreenshot">
- <summary>
- Make screenshot.
- This needs to be implemented in the platform modules.
- </summary>
- <returns>Returns the path to the created screenshot.</returns>
- </member>
- <member name="M:Delta.Graphics.ScreenshotCapturer.GetNextFilename">
- <summary>
- Get next filename
- </summary>
- </member>
- <member name="P:Delta.Graphics.ScreenshotCapturer.ScreenshotPath">
- <summary>
- Screenshot path
- </summary>
- </member>
- </members>
- </doc>