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/Dlls/Delta.Utilities.Graphics.xml

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  1<?xml version="1.0"?>
  2<doc>
  3    <assembly>
  4        <name>Delta.Utilities.Graphics</name>
  5    </assembly>
  6    <members>
  7        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature">
  8            <summary>
  9            Skinning shader feature
 10            </summary>
 11        </member>
 12        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature">
 13            <summary>
 14            Interface for all ShaderFeatures.
 15            </summary>
 16        </member>
 17        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.ShaderFeature">
 18            <summary>
 19            Which shader feature flag is this ShaderFeature class using?
 20            Important for loading this file via ShaderData.LoadShaderFeature.
 21            Each flag should obviously only have one class for it!
 22            </summary>
 23        </member>
 24        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.Parameters">
 25            <summary>
 26            Parameters as a dictionary, will be generated on the fly when
 27            requested.
 28            </summary>
 29        </member>
 30        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.RequiredShaderFeatures">
 31            <summary>
 32            Which shader feature flags are required for this ShaderFeature.
 33            Very important for creating of a new ShaderFeature.
 34            </summary>
 35        </member>
 36        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.#ctor">
 37            <summary>
 38            Create skinning shader feature
 39            </summary>
 40        </member>
 41        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.#ctor(System.IO.BinaryReader)">
 42            <summary>
 43            Create skinning shader feature and load automatically
 44            the ShaderFeatures from a binary data stream.
 45            </summary>
 46        </member>
 47        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Load(System.IO.BinaryReader)">
 48            <summary>
 49            Load this ShaderFeature from a binary data stream.
 50            </summary>
 51        </member>
 52        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Save(System.IO.BinaryWriter)">
 53            <summary>
 54            Save this ShaderFeature to a binary data stream.
 55            </summary>
 56        </member>
 57        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.ShaderFeature">
 58            <summary>
 59            Which shader feature flag is this ShaderFeature class using?
 60            Important for loading this file via ShaderData.LoadShaderFeature.
 61            Each flag should obviously only have one class for it!
 62            </summary>
 63        </member>
 64        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.RequiredShaderFeatures">
 65            <summary>
 66            Which shader feature flags are required for this ShaderFeature.
 67            Very important for creating of a new ShaderFeature.
 68            </summary>
 69        </member>
 70        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Parameters">
 71            <summary>
 72            Parameters as a dictionary, will be generated on the fly when
 73            requested.
 74            </summary>
 75        </member>
 76        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature">
 77            <summary>
 78            Fresnel shader feature
 79            </summary>
 80        </member>
 81        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.FresnelPower">
 82            <summary>
 83            Fresnel power.
 84            </summary>
 85        </member>
 86        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.FresnelFactor">
 87            <summary>
 88            Fresnel factor.
 89            </summary>
 90        </member>
 91        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.#ctor">
 92            <summary>
 93            Create fresnel shader feature
 94            </summary>
 95        </member>
 96        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.#ctor(System.IO.BinaryReader)">
 97            <summary>
 98            Create fresnel shader feature
 99            </summary>
100        </member>
101        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Load(System.IO.BinaryReader)">
102            <summary>
103            Load this ShaderFeature from a binary data stream.
104            </summary>
105        </member>
106        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Save(System.IO.BinaryWriter)">
107            <summary>
108            Save this ShaderFeature to a binary data stream.
109            </summary>
110        </member>
111        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.ShaderFeature">
112            <summary>
113            Which shader feature flag is this ShaderFeature class using?
114            Important for loading this file via ShaderData.LoadShaderFeature.
115            Each flag should obviously only have one class for it!
116            </summary>
117        </member>
118        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.RequiredShaderFeatures">
119            <summary>
120            Which shader feature flags are required for this ShaderFeature.
121            Very important for creating of a new ShaderFeature.
122            </summary>
123        </member>
124        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Parameters">
125            <summary>
126            Parameters as a dictionary, will be generated on the fly when
127            requested.
128            </summary>
129        </member>
130        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature">
131            <summary>
132            Fog shader feature
133            </summary>
134        </member>
135        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogColor">
136            <summary>
137            The ShaderParameters array should contain: FogColor, FogStart and
138            FogEnd. This does not mean those variables are used as shader uniforms,
139            they are usually constant and can be used for both fixed function
140            pipeline code and for shader code. Adds 4-5 vertex shader instructions
141            and 2 pixel shader instructions (lerp is costly, but required).
142            Note: Currently only the FogColor is used in the shader, the rest
143            is baked as constants into it (faster because we don't need to
144            calculate FogEnd-FogStart and it makes more sense to have the same
145            values for all shaders anyway).
146            </summary>
147        </member>
148        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogStart">
149            <summary>
150            The default fog start distance is 10m, everything closer will also
151            get a little of the FogColor, see MinimumFogValue.
152            </summary>
153        </member>
154        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogEnd">
155            <summary>
156            Maximum distance for the fog, here the fog is at full intensity (see
157            MaximumFogValue). Should be synced up with BaseCamera.FarPlane, which
158            is currently 75.0 for the SoulCraft Tech Demo.
159            </summary>
160        </member>
161        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.MinimumFogValue">
162            <summary>
163            Minimum fog value that gets mixed in for each pixel in the pixel
164            shader. This value is currently pretty high (0.15 like the default
165            ambient color) to color all pixels a little in the fog color to
166            colorize everything in the scene with this fog color to fit together
167            better.
168            </summary>
169        </member>
170        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.MaximumFogValue">
171            <summary>
172            Maximum fog value, does not have to be 1.0, the default value for
173            this is 0.9, which means fog is never at 100%. There will always be
174            a little bit of the original pixel shader color visible.
175            </summary>
176        </member>
177        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.#ctor">
178            <summary>
179            Create fog shader feature
180            </summary>
181        </member>
182        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.#ctor(System.IO.BinaryReader)">
183            <summary>
184            Create fog shader feature
185            </summary>
186        </member>
187        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Load(System.IO.BinaryReader)">
188            <summary>
189            Load this ShaderFeature from a binary data stream.
190            </summary>
191        </member>
192        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Save(System.IO.BinaryWriter)">
193            <summary>
194            Save this ShaderFeature to a binary data stream.
195            </summary>
196        </member>
197        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.ShaderFeature">
198            <summary>
199            Which shader feature flag is this ShaderFeature class using?
200            Important for loading this file via ShaderData.LoadShaderFeature.
201            Each flag should obviously only have one class for it!
202            </summary>
203        </member>
204        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.RequiredShaderFeatures">
205            <summary>
206            Which shader feature flags are required for this ShaderFeature.
207            Very important for creating of a new ShaderFeature.
208            </summary>
209        </member>
210        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Parameters">
211            <summary>
212            Parameters as a dictionary, will be generated on the fly when
213            requested.
214            </summary>
215        </member>
216        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature">
217            <summary>
218            ParallaxMap shader feature
219            </summary>
220        </member>
221        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.ParallaxAmount">
222            <summary>
223            Parallax mapping is usually used in combination with normal mapping,
224            but you can use it own its own. It needs an extra height map (usually
225            just the light map or normal map extra alpha color channel) for even
226            cooler depth effects on the texture. Adds about 2 instructions, but
227            even if that overhead is ok, also additional work at the artist side
228            is needed, not only to create the extra height/bump map, but also to
229            fine tune the parallax amount to look nice. The height map should be
230            as blurry as possible, high variations will cause parallax glitches.
231            </summary>
232        </member>
233        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.#ctor">
234            <summary>
235            Create parallax shader feature
236            </summary>
237        </member>
238        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.#ctor(System.IO.BinaryReader)">
239            <summary>
240            Create parallax shader feature
241            </summary>
242        </member>
243        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Load(System.IO.BinaryReader)">
244            <summary>
245            Load this ShaderFeature from a binary data stream.
246            </summary>
247        </member>
248        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Save(System.IO.BinaryWriter)">
249            <summary>
250            Save this ShaderFeature to a binary data stream.
251            </summary>
252        </member>
253        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.ShaderFeature">
254            <summary>
255            Which shader feature flag is this ShaderFeature class using?
256            Important for loading this file via ShaderData.LoadShaderFeature.
257            Each flag should obviously only have one class for it!
258            </summary>
259        </member>
260        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.RequiredShaderFeatures">
261            <summary>
262            Which shader feature flags are required for this ShaderFeature.
263            Very important for creating of a new ShaderFeature.
264            </summary>
265        </member>
266        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Parameters">
267            <summary>
268            Parameters as a dictionary, will be generated on the fly when
269            requested.
270            </summary>
271        </member>
272        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature">
273            <summary>
274            Water shader feature
275            </summary>
276        </member>
277        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.#ctor">
278            <summary>
279            Create water shader feature
280            </summary>
281        </member>
282        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.#ctor(System.IO.BinaryReader)">
283            <summary>
284            Create water shader feature and load automatically
285            the ShaderFeatures from a binary data stream.
286            </summary>
287        </member>
288        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Load(System.IO.BinaryReader)">
289            <summary>
290            Load this ShaderFeature from a binary data stream.
291            </summary>
292        </member>
293        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Save(System.IO.BinaryWriter)">
294            <summary>
295            Save this ShaderFeature to a binary data stream.
296            </summary>
297        </member>
298        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.ShaderFeature">
299            <summary>
300            Which shader feature flag is this ShaderFeature class using?
301            Important for loading this file via ShaderData.LoadShaderFeature.
302            Each flag should obviously only have one class for it!
303            </summary>
304        </member>
305        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.RequiredShaderFeatures">
306            <summary>
307            Which shader feature flags are required for this ShaderFeature.
308            Very important for creating of a new ShaderFeature.
309            </summary>
310        </member>
311        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Parameters">
312            <summary>
313            Parameters as a dictionary, will be generated on the fly when
314            requested.
315            </summary>
316        </member>
317        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature">
318            <summary>
319            Dynamic directional lighting shader feature
320            </summary>
321        </member>
322        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.DirectionalLightDirection">
323            <summary>
324            Direction of the directional light.
325            </summary>
326        </member>
327        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.#ctor">
328            <summary>
329            Create basic shader feature
330            </summary>
331        </member>
332        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.#ctor(System.IO.BinaryReader)">
333            <summary>
334            Create basic shader feature and load automatically
335            the ShaderFeatures from a binary data stream.
336            </summary>
337        </member>
338        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Load(System.IO.BinaryReader)">
339            <summary>
340            Load this ShaderFeature from a binary data stream.
341            </summary>
342        </member>
343        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Save(System.IO.BinaryWriter)">
344            <summary>
345            Save this ShaderFeature to a binary data stream.
346            </summary>
347        </member>
348        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.ShaderFeature">
349            <summary>
350            Which shader feature flag is this ShaderFeature class using?
351            Important for loading this file via ShaderData.LoadShaderFeature.
352            Each flag should obviously only have one class for it!
353            </summary>
354        </member>
355        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.RequiredShaderFeatures">
356            <summary>
357            Which shader feature flags are required for this ShaderFeature.
358            Very important for creating of a new ShaderFeature.
359            </summary>
360        </member>
361        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Parameters">
362            <summary>
363            Parameters as a dictionary, will be generated on the fly when
364            requested.
365            </summary>
366        </member>
367        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature">
368            <summary>
369            Basic shader feature
370            </summary>
371        </member>
372        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.DiffuseMap">
373            <summary>
374            Diffuse map, is always set except when ShaderFeatureFlags.NoTexturing
375            is set (then we don't want a diffuse map and this setting is ignored).
376            </summary>
377        </member>
378        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.#ctor">
379            <summary>
380            Create basic shader feature
381            </summary>
382        </member>
383        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.#ctor(System.IO.BinaryReader)">
384            <summary>
385            Create basic shader feature and load automatically
386            the ShaderFeatures from a binary data stream.
387            </summary>
388        </member>
389        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Load(System.IO.BinaryReader)">
390            <summary>
391            Load this ShaderFeature from a binary data stream.
392            </summary>
393        </member>
394        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Save(System.IO.BinaryWriter)">
395            <summary>
396            Save this ShaderFeature to a binary data stream.
397            </summary>
398        </member>
399        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.ShaderFeature">
400            <summary>
401            Which shader feature flag is this ShaderFeature class using?
402            Important for loading this file via ShaderData.LoadShaderFeature.
403            Each flag should obviously only have one class for it!
404            </summary>
405        </member>
406        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.RequiredShaderFeatures">
407            <summary>
408            Which shader feature flags are required for this ShaderFeature.
409            Very important for creating of a new ShaderFeature.
410            </summary>
411        </member>
412        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Parameters">
413            <summary>
414            Parameters as a dictionary, will be generated on the fly when
415            requested.
416            </summary>
417        </member>
418        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature">
419            <summary>
420            Light map shader feature
421            </summary>
422        </member>
423        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.LightMap">
424            <summary>
425            LightMap, is always set except when ShaderFeatureFlags.NoTexturing is
426            set (then we don't want a diffuse map and this setting is ignored).
427            </summary>
428        </member>
429        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.#ctor">
430            <summary>
431            Create light map shader feature
432            </summary>
433        </member>
434        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.#ctor(System.IO.BinaryReader)">
435            <summary>
436            Create light map shader feature and load automatically
437            the ShaderFeatures from a binary data stream.
438            </summary>
439        </member>
440        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Load(System.IO.BinaryReader)">
441            <summary>
442            Load this ShaderFeature from a binary data stream.
443            </summary>
444        </member>
445        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Save(System.IO.BinaryWriter)">
446            <summary>
447            Save this ShaderFeature to a binary data stream.
448            </summary>
449        </member>
450        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.ShaderFeature">
451            <summary>
452            Which shader feature flag is this ShaderFeature class using?
453            Important for loading this file via ShaderData.LoadShaderFeature.
454            Each flag should obviously only have one class for it!
455            </summary>
456        </member>
457        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.RequiredShaderFeatures">
458            <summary>
459            Which shader feature flags are required for this ShaderFeature.
460            Very important for creating of a new ShaderFeature.
461            </summary>
462        </member>
463        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Parameters">
464            <summary>
465            Parameters as a dictionary, will be generated on the fly when
466            requested.
467            </summary>
468        </member>
469        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature">
470            <summary>
471            Detail mapping shader feature
472            </summary>
473        </member>
474        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.DetailMap">
475            <summary>
476            The Detail map is a tiled texture that is added to improve the sharpness
477            especially in highly scaled textures. There is a texture on which a 
478            fine pattern is shown (usually this is a "noise" effect used). 
479            The Detail map is tiled over the terrain and this combined with a 
480            diffuse mal or color map.
481            </summary>
482        </member>
483        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.#ctor">
484            <summary>
485            Create detail map shader feature
486            </summary>
487        </member>
488        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.#ctor(System.IO.BinaryReader)">
489            <summary>
490            Create detail map shader feature and load automatically
491            the ShaderFeatures from a binary data stream.
492            </summary>
493        </member>
494        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Load(System.IO.BinaryReader)">
495            <summary>
496            Load this ShaderFeature from a binary data stream.
497            </summary>
498        </member>
499        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Save(System.IO.BinaryWriter)">
500            <summary>
501            Save this ShaderFeature to a binary data stream.
502            </summary>
503        </member>
504        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.ShaderFeature">
505            <summary>
506            Which shader feature flag is this ShaderFeature class using?
507            Important for loading this file via ShaderData.LoadShaderFeature.
508            Each flag should obviously only have one class for it!
509            </summary>
510        </member>
511        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.RequiredShaderFeatures">
512            <summary>
513            Which shader feature flags are required for this ShaderFeature.
514            Very important for creating of a new ShaderFeature.
515            </summary>
516        </member>
517        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Parameters">
518            <summary>
519            Parameters as a dictionary, will be generated on the fly when
520            requested.
521            </summary>
522        </member>
523        <member name="T:Delta.Utilities.Graphics.ColorBufferMode">
524            <summary>
525            Platform color buffer for a device. Usually RGB565 for mobile devices
526            and RGBA8888 for PCs and Consoles. RGBAFloat16 or RGBAFloat32 can also
527            be used for high profile PC or Console games.
528            <para />
529            Note: Exotic modes like RGBA4444, RGBA5551, RGB888, or RGB10A2 are not
530            supported right now.
531            </summary>
532        </member>
533        <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGB565">
534            <summary>
535            16 bit color display bit depth. This means less colors can be displayed
536            and more jaggy steps between darker and brighter shaders of the same
537            color are visible. Clever artists can circumvent that by using not
538            so many shades, using dither effects or have a overall more comic or
539            solid color look. This is the default color depth for most mobile
540            devices. Except for the iPad2 and the iPhone4 almost all of them
541            only support 16 bit colors at the display anyway. For example check
542            out: http://www.obsessable.com/cell-phone/apple-iphone-3g/specs/
543            So using 24 or 32 bit for your frame buffer will not result in any
544            better output, just worse performance. Red channel = 5 bits, Green
545            channel = 6 bits and Blue channel = 5 bits. Some texture generation
546            rules might also be aware of this setting and reduce or optimize
547            quality to fit the output format.
548            </summary>
549        </member>
550        <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBA8888">
551            <summary>
552            32 bit color display bit depth. Usually only the RGB components are
553            important so this color mode is usually called 24 bit because the
554            last 8 bits are unused. Quality is a lot better than 16 bit, but
555            since this is twice as many bits, it needs twice the memory bandwidth.
556            Faster platforms have this as their default, which is even faster for
557            them because memory bandwidth is not a big issue and converting to
558            16 bit can even slow you down. For slower and older mobile devices
559            and especially devices that can only do 16 bit on the display anyway,
560            it is much better to choose 16 bit. A developer can choose this bit
561            depth if he wants more quality on devices where it makes a difference
562            if he still has enough performance.
563            </summary>
564        </member>
565        <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBAFloat16">
566            <summary>
567            Special mode for 16-bit floating point RGBA frame buffers, 16 bit
568            float is also called half-float. Total size is 64 bit. Screens usually
569            only have 24 bits or even only 18 bits (3*6 bits), so this mode only
570            makes sense for HDR cases and high performance platforms.
571            </summary>
572        </member>
573        <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBAFloat32">
574            <summary>
575            Special mode for 32-bit floating point RGBA frame buffers. Total size
576            is 128 bit. Screens usually only have 24 bits or even only 18 bits
577            (3*6 bits), so this mode only makes sense for HDR cases and high
578            performance platforms.
579            </summary>
580        </member>
581        <member name="T:Delta.Utilities.Graphics.BlendMode">
582            <summary>
583            Blending presets are used for setting alpha blending operations of
584            various types for producing different effects. Now set directly
585            in materials because we want to sort them by blend mode too :)
586            Note: Needed in Content modules already because atlas textures
587            need to know about the blend modes!
588            </summary>
589        </member>
590        <member name="F:Delta.Utilities.Graphics.BlendMode.Opaque">
591            <summary>
592            The default preset is opaque, which is the fastest blending type
593            because it uses no blending obviously. Also works with AlphaTesting,
594            which is decided once a material is created (then an AlphaTest shader
595            will be chosen). This blend state is the default for all materials
596            that have no alpha channel in the diffuseMap!
597            </summary>
598        </member>
599        <member name="F:Delta.Utilities.Graphics.BlendMode.AlphaTest">
600            <summary>
601            Same as opaque, but use AlphaTest to discard any pixel below 0.66f
602            in the alpha channel. Rendering this is faster than Translucency
603            because we need no sorting and we can skip lots of pixels, which
604            makes the pixel shader go faster. This is however not always true for
605            mobile GPUs as discard is sometimes as expensive as actual rendering!
606            Still this is a useful feature to not write to the depth buffer for
607            transparent pixels thus helping with sorting.
608            </summary>
609        </member>
610        <member name="F:Delta.Utilities.Graphics.BlendMode.Subtractive">
611            <summary>
612            Subtractive rendering mode is pretty much the opposite of additive
613            blending. Instead of always adding more brightness to the target
614            screen pixels, this one subtracts brightness. It is usually and
615            mostly only used for fake shadowing effects (blob shadows) and
616            sometimes in clever combinations of particle effects.
617            </summary>
618        </member>
619        <member name="F:Delta.Utilities.Graphics.BlendMode.Additive">
620            <summary>
621            Additive blending is used to accumulate the color we already got
622            on screen plus the diffuseMap * AmbientColor. This makes the result
623            image brighter and should be used with care. Has the advantage that
624            we do not need to sort, we can just render this out in any order
625            on top of the Opaque materials and it will always look the same.
626            This blend state usually has to be set by hand to a material!
627            </summary>
628        </member>
629        <member name="F:Delta.Utilities.Graphics.BlendMode.Translucency">
630            <summary>
631            The normal version of alpha blending, which uses ambientColor.A *
632            diffuseMap alpha and blends that with SrcAlpha InvDestColor (default
633            alpha blending technique). This blend mode is the default for
634            all materials that have an alpha channel in diffuseMap!
635            Note: Only translucent images with alpha should use this blend mode.
636            </summary>
637        </member>
638        <member name="F:Delta.Utilities.Graphics.BlendMode.LightEffect">
639            <summary>
640            LightEffect, which is using a special blend mode of DestColor+One,
641            which will maybe change later a bit. Basically used for light effects
642            (similar to lightmap shader, but just using a lightmap, no diffuse
643            texture). Needs to set by hand for lightmap materials, only a couple
644            of materials even need to use this, e.g. glow, light and flare effects.
645            </summary>
646        </member>
647        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature">
648            <summary>
649            Use shadow map shader feature
650            </summary>
651        </member>
652        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.#ctor">
653            <summary>
654            Create a shader feature for using shadow maps.
655            </summary>
656        </member>
657        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.#ctor(System.IO.BinaryReader)">
658            <summary>
659            Create basic shader feature and load automatically
660            the ShaderFeatures from a binary data stream.
661            </summary>
662        </member>
663        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Load(System.IO.BinaryReader)">
664            <summary>
665            Load this ShaderFeature from a binary data stream.
666            </summary>
667        </member>
668        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Save(System.IO.BinaryWriter)">
669            <summary>
670            Save this ShaderFeature to a binary data stream.
671            </summary>
672        </member>
673        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.ShaderFeature">
674            <summary>
675            Which shader feature flag is this ShaderFeature class using?
676            Important for loading this file via ShaderData.LoadShaderFeature.
677            Each flag should obviously only have one class for it!
678            </summary>
679        </member>
680        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.RequiredShaderFeatures">
681            <summary>
682            Which shader feature flags are required for this ShaderFeature.
683            Very important for creating of a new ShaderFeature.
684            </summary>
685        </member>
686        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Parameters">
687            <summary>
688            Parameters as a dictionary, will be generated on the fly when
689            requested.
690            </summary>
691        </member>
692        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature">
693            <summary>
694            Specular diffuse shader feature
695            </summary>
696        </member>
697        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.#ctor">
698            <summary>
699            Create specular diffuse shader feature
700            </summary>
701        </member>
702        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.#ctor(System.IO.BinaryReader)">
703            <summary>
704            Create specular diffuse shader feature and load automatically
705            the ShaderFeatures from a binary data stream.
706            </summary>
707        </member>
708        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Load(System.IO.BinaryReader)">
709            <summary>
710            Load this ShaderFeature from a binary data stream.
711            </summary>
712        </member>
713        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Save(System.IO.BinaryWriter)">
714            <summary>
715            Save this ShaderFeature to a binary data stream.
716            </summary>
717        </member>
718        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.ShaderFeature">
719            <summary>
720            Which shader feature flag is this ShaderFeature class using?
721            Important for loading this file via ShaderData.LoadShaderFeature.
722            Each flag should obviously only have one class for it!
723            </summary>
724        </member>
725        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.RequiredShaderFeatures">
726            <summary>
727            Which shader feature flags are required for this ShaderFeature.
728            Very important for creating of a new ShaderFeature.
729            </summary>
730        </member>
731        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Parameters">
732            <summary>
733            Parameters as a dictionary, will be generated on the fly when
734            requested.
735            </summary>
736        </member>
737        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature">
738            <summary>
739            No texture shader feature. This is just used to disable texturing,
740            which is on by default (via BasicShaderFeature).
741            </summary>
742        </member>
743        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.#ctor">
744            <summary>
745            Create basic shader feature
746            </summary>
747        </member>
748        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.#ctor(System.IO.BinaryReader)">
749            <summary>
750            Create basic shader feature and load automatically
751            the ShaderFeatures from a binary data stream.
752            </summary>
753        </member>
754        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Load(System.IO.BinaryReader)">
755            <summary>
756            Load this ShaderFeature from a binary data stream.
757            </summary>
758        </member>
759        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Save(System.IO.BinaryWriter)">
760            <summary>
761            Save this ShaderFeature to a binary data stream.
762            </summary>
763        </member>
764        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.ShaderFeature">
765            <summary>
766            Which shader feature flag is this ShaderFeature class using?
767            Important for loading this file via ShaderData.LoadShaderFeature.
768            Each flag should obviously only have one class for it!
769            </summary>
770        </member>
771        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.RequiredShaderFeatures">
772            <summary>
773            Which shader feature flags are required for this ShaderFeature.
774            Very important for creating of a new ShaderFeature.
775            </summary>
776        </member>
777        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Parameters">
778            <summary>
779            Parameters as a dictionary, will be generated on the fly when
780            requested.
781            </summary>
782        </member>
783        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature">
784            <summary>
785            Specular shader feature
786            </summary>
787        </member>
788        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.SpecularColor">
789            <summary>
790            Specular color is the color of highlights on a shiny surface. 
791            The highlights are reflections of the lights that illuminate the 
792            surface. For a naturalistic effect, set the specular color to the 
793            same color as the key light source, or make it a high-value, 
794            low-saturation version of the diffuse color.
795            </summary>
796        </member>
797        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.SpecularPower">
798            <summary>
799            A specular power refers to how much light is reflected in a mirror 
800            like fashion, rather than scattered randomly in a diffuse manner. 
801            So a mirror would have high specular power, a glossy surface some 
802            specular power and a matt black surface none.
803            </summary>
804        </member>
805        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.#ctor">
806            <summary>
807            Create specular shader feature
808            </summary>
809        </member>
810        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.#ctor(System.IO.BinaryReader)">
811            <summary>
812            Create specular shader feature
813            </summary>
814        </member>
815        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Load(System.IO.BinaryReader)">
816            <summary>
817            Load this ShaderFeature from a binary data stream.
818            </summary>
819        </member>
820        <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Save(System.IO.BinaryWriter)">
821            <summary>
822            Save this ShaderFeature to a binary data stream.
823            </summary>
824        </member>
825        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.ShaderFeature">
826            <summary>
827            Which shader feature flag is this ShaderFeature class using?
828            Important for loading this file via ShaderData.LoadShaderFeature.
829            Each flag should obviously only have one class for it!
830            </summary>
831        </member>
832        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.RequiredShaderFeatures">
833            <summary>
834            Which shader feature flags are required for this ShaderFeature.
835            Very important for creating of a new ShaderFeature.
836            </summary>
837        </member>
838        <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Parameters">
839            <summary>
840            Parameters as a dictionary, will be generated on the fly when
841            requested.
842            </summary>
843        </member>
844        <member name="T:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants">
845            <summary>
846            Shader constants, not only needed for the Content and as default values
847            for the shader classes in Graphics, but also for the default fallback
848            values for many of the shader feature classes in this namespace.
849            </summary>
850        </member>
851        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultSpecularPower">
852            <summary>
853            Default specular power (4 now for better fresnel, was 24 before)
854            </summary>
855        </member>
856        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFresnelPower">
857            <summary>
858            Default fresnel power if the shader for this material does fresnel,
859            fresnel bias is 0 (or bias in the shader) and the factor is 1.0 too.
860            Note: Now in a pre-calculated lut texture, not longer a parameter!
861            </summary>
862        </member>
863        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFresnelFactor">
864            <summary>
865            Default fresnel factor. Fresnel * FresnelFactor.
866            Note: Now in a pre-calculated lut texture, not longer a parameter!
867            </summary>
868        </member>
869        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultParallaxAmount">
870            <summary>
871            Default parallax offset amount in pixels for a 1024x1024 texture.
872            16 means that we will offset -16 to +16 pixels in the texture (which
873            is a lot, you really need smooth transitions to make this look ok).
874            Note: For a 2048x2048 texture it would be -32 to +32 pixels, for
875            a 512x512 texture it would be -8 to +8 because the formula is always
876            the same: 1024.0 / ParallaxAmount. Note: Increased a bit to 27.0f
877            because now it is only used on floors, old value: 16.0f.
878            </summary>
879        </member>
880        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMinAmbientValue">
881            <summary>
882            Minimum ambient value.
883            </summary>
884        </member>
885        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultAlphaTestValue">
886            <summary>
887            Value for alpha test.
888            The default value is normally 0.66.
889            </summary>
890        </member>
891        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogStart">
892            <summary>
893            Default fog start.
894            </summary>
895        </member>
896        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogEnd">
897            <summary>
898            Fog end.
899            </summary>
900        </member>
901        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMaxFogValue">
902            <summary>
903            Maximum fog value.
904            </summary>
905        </member>
906        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMinFogValue">
907            <summary>
908            Minimum fog value.
909            </summary>
910        </member>
911        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.MaxBonesCount">
912            <summary>
913            Maximal bones count that we can support currently = 36.
914            But you can change that value dynamically via the Content Settings :)
915            </summary>
916        </member>
917        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultAmbientColor">
918            <summary>
919            Default colors are 0.15 for ambient and 1.0 for diffuse and specular.
920            </summary>
921        </member>
922        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultDiffuseColor">
923            <summary>
924            Default diffuse color is almost white (90%)
925            </summary>
926        </member>
927        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultSpecularColor">
928            <summary>
929            Default specular color is always white
930            </summary>
931        </member>
932        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogColor">
933            <summary>
934            Default fog color. 133, 37, 12 + 0.075 brightness
935            </summary>
936        </member>
937        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultShadowSize">
938            <summary>
939            Default shadow size. Normally 512x512. The size is useful to get 
940            the pixel size in shader (1.0 / 512.0).
941            </summary>
942        </member>
943        <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultShadowColor">
944            <summary>
945            Default shadow color. Using for the shadow map generation.
946            0.33 is pretty dark (0.5 is too weak however), 0.0 is black and
947            will usually not look very well for bright scenes (only in Doom3 ^^)
948            </summary>
949        </member>
950        <member name="T:Delta.Utilities.Graphics.FontStyle">
951            <summary>
952            Font style for the font creation process, allows us to add shadow
953            to the font, create an outline, use italic or bold text plus
954            specifying anti aliasing. Combine these with or and pass them to
955            FontGenerator.GenerateFont, but also used for creating and loading
956            fonts to make sure we got the correct style.
957            </summary>
958        </member>
959        <member name="F:Delta.Utilities.Graphics.FontStyle.Normal">
960            <summary>
961            Normal is probably used by most fonts, just renders the font out
962            and uses anti aliasing, no bold, no italic, no shadow and no outline.
963            </summary>
964        </member>
965        <member name="F:Delta.Utilities.Graphics.FontStyle.Italic">
966            <summary>
967            Use italic (works only if the font has it), not used often.
968            </summary>
969        </member>
970        <member name="F:Delta.Utilities.Graphics.FontStyle.Bold">
971            <summary>
972            Make font bold (works only if font supports this).
973            </summary>
974        </member>
975        <member name="F:Delta.Utilities.Graphics.FontStyle.Underline">
976            <summary>
977            Add underline to the font (works only if font supports this).
978            Note: This may look strange with some other effects (like shadow or
979            outline) because this is not supported well and probably needs some
980            fixing when rending the font.…

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