/Dlls/Delta.Graphics.OpenTK.xml
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Possible License(s): Apache-2.0
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.Graphics.OpenTK</name>
- </assembly>
- <members>
- <member name="T:Delta.Graphics.OpenTK.WindowInfoHelper">
- <summary>
- Window info helper
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.Create(System.IntPtr)">
- <summary>
- Create
- </summary>
- <param name="windowHandle">The window handle.</param>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.CreateX11(OpenTK.Graphics.GraphicsMode,System.IntPtr)">
- <summary>
- Create X11
- </summary>
- <param name="mode">The mode.</param>
- <param name="windowHandle">The window handle.</param>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.XOpenDisplay(System.IntPtr)">
- <summary>
- XOpenDisplay
- </summary>
- <param name="display"></param>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.XLockDisplay(System.IntPtr)">
- <summary>
- XLockDisplay
- </summary>
- <param name="display"></param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.XUnlockDisplay(System.IntPtr)">
- <summary>
- XUnlockDisplay
- </summary>
- <param name="display"></param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.XDefaultScreen(System.IntPtr)">
- <summary>
- XDefaultScreen
- </summary>
- <param name="display"></param>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.XRootWindow(System.IntPtr,System.Int32)">
- <summary>
- XRoot window
- </summary>
- <param name="display"></param>
- <param name="screen_number"></param>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.XGetVisualInfo(System.IntPtr,System.IntPtr,Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo@,System.Int32@)">
- <summary>
- XGet visual info
- </summary>
- <param name="display"></param>
- <param name="vinfoMask"></param>
- <param name="template"></param>
- <param name="nitems"></param>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.XCreateColormap(System.IntPtr,System.IntPtr,System.IntPtr,System.Int32)">
- <summary>
- XCreate colormap
- </summary>
- <param name="display"></param>
- <param name="window"></param>
- <param name="visual"></param>
- <param name="alloc"></param>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.GetStaticFieldValue(System.Type,System.String)">
- <summary>
- Get static field value
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.SetStaticFieldValue(System.Type,System.String,System.Object)">
- <summary>
- Set static field value
- </summary>
- </member>
- <member name="T:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo">
- <summary>
- XVisual info
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.Visual">
- <summary>
- Visual
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.VisualID">
- <summary>
- Visual ID
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.Screen">
- <summary>
- Screen
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.Depth">
- <summary>
- Depth
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.Class">
- <summary>
- Class
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.RedMask">
- <summary>
- Red mask
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.GreenMask">
- <summary>
- Green mask
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.blueMask">
- <summary>
- Blue mask
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.ColormapSize">
- <summary>
- Colormap size
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.BitsPerRgb">
- <summary>
- Bits per RGB
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.WindowInfoHelper.XVisualInfo.ToString">
- <summary>
- To string
- </summary>
- </member>
- <member name="T:Delta.Graphics.OpenTK.OpenTKShader">
- <summary>
- OpenTK shader implementation.
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKShader.lastActiveTextureUnit">
- <summary>
- Simple cache to prevent setting the same active texture unit over
- and over again. Many times we only need the first unit anyways.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.#ctor(System.String)">
- <summary>
- Creates a OpenTK shader with a given shader content name
- </summary>
- <param name="setShaderName">Shader content name</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.#ctor(Delta.Utilities.Graphics.ShaderFeatures.ShaderFeatureFlags)">
- <summary>
- Create a OpenTK shader with a given shader flags
- </summary>
- <param name="setShaderFlags">Shader flags to search for</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.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!
- Derived implementations MUST call base.Render(), and should only
- continue rendering if this method returns true
- </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>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.CompileShader(System.Boolean,System.String,System.Int32@)">
- <summary>
- Create a new shader, set the source and compile it.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.GetShaderErrorLog(System.Int32,System.Boolean)">
- <summary>
- Get shader info log, will not only get the error info
- log message, but also kill the shader itself.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.CreateProgram(System.Int32,System.Int32)">
- <summary>
- Create program
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.LinkProgram">
- <summary>
- Link program
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.UseProgram">
- <summary>
- Use program
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.GetProgramErrorLog">
- <summary>
- Get program error log
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.DeleteProgram">
- <summary>
- Delete the shader program.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.GetAttribLocation(System.String)">
- <summary>
- GetAttribLocation implementation.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.GetUniformHandle(Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames)">
- <summary>
- Get uniform location
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.SetUniform(System.Object,System.Single)">
- <summary>
- Set uniform float (for some special settings, e.g. fog, time, etc.).
- Note: Only called if the given uniform handle id is valid.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Set uniform Vector (for some advanced shaders)
- Note: Only called if the given uniform handle id is valid.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.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.
- Note: Only called if the given uniform handle id is valid.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Matrix[])">
- <summary>
- Set uniform Matrix array (for skinning)
- Note: Only called if the given uniform handle id is valid.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Color)">
- <summary>
- Set uniform Color (for material colors)
- Note: Only called if the given uniform handle id is valid.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.SetUniform(System.Object,Delta.Utilities.Datatypes.Point)">
- <summary>
- Set uniform Point (rarely used (PostScreenWindowSize for example))
- Note: Only called if the given uniform handle id is valid.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.SetUniform(System.Object,Delta.Graphics.BaseTexture)">
- <summary>
- Set uniform
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.Set2DRenderMatrix">
- <summary>
- Set 2D render matrix, will set the worldHandle and
- worldViewProjectionHandle in a way that works for ES 1.1.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKShader.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="T:Delta.Graphics.OpenTK.OpenTKGraphic">
- <summary>
- OpenTKGraphic implementation using Delta.OpenTK (for Windows).
- IPhone and most mobile platforms use ES11/ES20, see those projects.
- Note: OpenTK spams a little info into the debug console.
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.Extensions">
- <summary>
- List of all supported extentions.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.SupportsExtension(System.String)">
- <summary>
- OpenTK documentation claimed this method already exists, but it does
- not, so we implement our own. Functionality taken from:
- http://www.opengl.org/resources/features/OGLextensions/
- Note: We do not cache extensions string, because this may change if
- context has changed.
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.glWindowInfo">
- <summary>
- Gl window info.
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.internalDevice">
- <summary>
- Private device
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.hasGpuShadersSupport">
- <summary>
- Has the current GPU and OpenTK driver shader support?
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.majorGLVersion">
- <summary>
- Current OpenGL version number (e.g. 1.4, 2.0, 3.1, 4.0)
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.minorGLVersion">
- <summary>
- Current OpenGL version number (e.g. 1.4, 2.0, 3.1, 4.0)
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.depthWriteEnabled">
- <summary>
- Depth write enabled
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.blendingEnabled">
- <summary>
- GL is a state machine and our BlendMode does not fit into it, so we
- need to remember what we set already to avoid replicated calls.
- E.g. if blending is off we do not need to call GL.Disable(All.Blend)
- and if the Translucency blend function was already set before and not
- changed, we do not need to set the SrcAlpha, OneMinusSrcAlpha blend
- function again.
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.sourceBlendMode">
- <summary>
- Source blend mode
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.destinationBlendMode">
- <summary>
- Destination blend mode
- </summary>
- </member>
- <member name="F:Delta.Graphics.OpenTK.OpenTKGraphic.blendFunc">
- <summary>
- Blend function
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.#ctor">
- <summary>
- Create graphic with parent
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.Dispose">
- <summary>
- Dispose, will be called by Base.Quit automatically, needed for OpenTK
- to make sure we release our device and context.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.Show">
- <summary>
- Just shows everything on screen with Present in Xna or SwapBuffer in
- OpenGL. All implementations will basically swap the screen buffers and
- show what has been rendered onto the screen.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.SetupVertexFormat(Delta.Graphics.OpenTK.OpenTKShader,Delta.Utilities.Graphics.VertexFormat)">
- <summary>
- Setup vertex format for use in shaders and to render geometry!
- This is what Xna and SlimDX would call setting the vertex declaration.
- Usually this only happens in the shader before rendering geometry.
- However for VAO (vertex array objects) it must happen in the geometry
- because this is part of it (and not in the shader, e.g. OpenTK).
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.SetupFFPVertexFormat(Delta.Utilities.Graphics.VertexFormat)">
- <summary>
- Setup vertex format for use in shaders and to render geometry in FFP mode.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.DisableFFPVertexFormat(Delta.Utilities.Graphics.VertexFormat)">
- <summary>
- Disable vertex format again after we used SetupFFPVertexFormat.
- </summary>
- <param name="format">Same format that was used in SetupVertexFormat
- </param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.SwitchDepthWrite(System.Boolean)">
- <summary>
- Switch depth write on or off. This call is cached and only results in
- OpenGL state change if new value differs from current set one.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.SwitchBlendMode(Delta.Utilities.Graphics.BlendMode)">
- <summary>
- Switches to the given blend mode (if it isn't active yet).
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.SwitchBackFaceCulling(System.Boolean)">
- <summary>
- Sets the back face culling on (do not render back faces) or off (no
- culling, all faces are rendered, e.g. for debugging or wire-frames).
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.SwitchDepthBuffer(System.Boolean)">
- <summary>
- Sets just the depth buffer on or off.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGraphic.SwitchDitheringAndNicestHints(System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- By default, OpenGL enables dither that could improve quality
- but reduces performance. We want more performance by default.
- Usually only has an effect in 565 RGB frame buffers on OpenGL ES
- e.g. iPhones, iPads, Android devices, etc. Another thing that is
- done here is to set the perspective correction hint to fastest
- to tell the drive we want more performance, not a better look ^^
- </summary>
- <param name="useDithering">True to turn on dithering (false on PC,
- true on some mobile platforms).</param>
- <param name="usePerspectiveCorrection">
- Use perspective correction? Usually always on (cost some performance).
- </param>
- <param name="otherHints">
- Nice look settings (usually the default values anyway) and false to
- disable dithering and use fastest hints (usually false for slow
- platforms).
- </param>
- </member>
- <member name="P:Delta.Graphics.OpenTK.OpenTKGraphic.MajorOpenGLVersionNumber">
- <summary>
- Currently all we need to check is the major OpenGL version number,
- which helps us if we are still on OpenGL 1.x or have already 2.x or
- higher (3.1 or 4.0).
- </summary>
- </member>
- <member name="P:Delta.Graphics.OpenTK.OpenTKGraphic.VaoSupport">
- <summary>
- Check if we have Vertex Array Object support (requires either
- OpenGL 3.1 or the GL_ARB_vertex_array_object extention).
- </summary>
- </member>
- <member name="P:Delta.Graphics.OpenTK.OpenTKGraphic.HasShaderSupport">
- <summary>
- OpenTK usually supports shaders rendering, FFP is just fallback.
- </summary>
- </member>
- <member name="P:Delta.Graphics.OpenTK.OpenTKGraphic.Device">
- <summary>
- Device handle for internal use in this assembly
- </summary>
- </member>
- <member name="T:Delta.Graphics.OpenTK.OpenTKScreenshotCapturer">
- <summary>
- OpenTK screenshot capturer
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKScreenshotCapturer.MakeScreenshot">
- <summary>
- Make screenshot
- http://www.bit-101.com/blog/?p=1861
- </summary>
- </member>
- <member name="T:Delta.Graphics.OpenTK.OpenTKGeometry">
- <summary>
- OpenTK geometry implementation (with VAO if supported to improve
- performance). We use also VBO and IBO for this implementation. For
- details see http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=45
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGeometry.#ctor(Delta.ContentSystem.Rendering.GeometryData)">
- <summary>
- Create mesh from already created MeshData (for creating dynamic meshes,
- like for Lines, UI rendering or Effects).
- </summary>
- <param name="setMeshData">The set mesh data.</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGeometry.Create(Delta.Graphics.BaseShader)">
- <summary>
- Create native mesh data (vertex buffers, vertex array objects, etc.).
- Used to create the native vertex buffer, etc. when we have not created
- it yet or if the content gets updated by the content system.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGeometry.Render(Delta.Graphics.BaseShader)">
- <summary>
- Draw the current mesh at the already specified location (handled in
- MaterialManager and ModelManager).
- </summary>
- <param name="shader">The shader.</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKGeometry.Dispose">
- <summary>
- Dispose Native stuff like VAO/VBO/IBO etc...
- </summary>
- </member>
- <member name="T:Delta.Graphics.OpenTK.OpenTKTexture">
- <summary>
- OpenTK texture implementation. Helpful links:
- http://www.opentk.com/project/TexLib
- http://www.opentk.com/node/750
- http://www.opentk.com/node/1624
- http://people.mozilla.com/~vladimir/jsvec/WebGL-spec.html
- http://forums.monotouch.net/yaf_postst141_How-do-I-load-a-texture-for-OpenTkGraphicsES11-usage.aspx
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKTexture.#ctor(System.String)">
- <summary>
- Creates a OpenGL Texture, all the magic happens in the Load methods
- </summary>
- <param name="setContentName">Content image name to load</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKTexture.#ctor(System.Byte[],Delta.Utilities.Datatypes.Size,Delta.Utilities.Graphics.BlendMode,System.Boolean,System.Boolean)">
- <summary>
- Create texture with given RGB data, this can be used to create
- textures programmatically (e.g. mini-maps). You can also use
- RenderToTexture to render onto textures, which can also be used in
- Materials and Shaders. RenderToTexture is much more efficient if you
- want to change the texture data and should always be used for post
- screen shaders. This constructor is only useful for static data.
- </summary>
- <param name="setRgbData">RGB data (24 bit per pixel, no alpha)</param>
- <param name="setSize">Size of the texture in pixels,
- Width * Height must match rgbData.Length / 3</param>
- <param name="setMode">Blend mode to use for this texture</param>
- <param name="setUseLinearFiltering">True if we want the normal linear
- filtering enabled or false for sharp blocky looking textures.</param>
- <param name="setIsRgba">
- Set true whether setByteData is RGBA or RGB.
- </param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKTexture.SetTextureParameters(System.Int32,System.Int32,System.Int32)">
- <summary>
- Set texture parameters for wrap mode and texture filtering.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKTexture.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 data that has already been loaded in a specific format
- and upload it to the GPU for use in rendering.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKTexture.LoadPngImageData(System.String,Delta.Utilities.Datatypes.Size@)">
- <summary>
- Helper method to load png image data, which is not allowed on all
- platforms (only on Windows to be precise).
- </summary>
- <param name="filename">Filename to load the png from</param>
- <param name="totalImageSize">Total image size from the png data</param>
- <returns>The RGB or RGBA image data.</returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKTexture.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.
- <para />
- Note: Several bugs were caused by this, so a lot of extra checks have
- been implemented to prevent crashes, disposing in the wrong order
- (which is fixed already at the graphics level) and make the system more
- fail safe, which is always nice to have!
- </summary>
- </member>
- <member name="T:Delta.Graphics.OpenTK.OpenTKBinding">
- <summary>
- Open TK binding
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKBinding.#ctor">
- <summary>
- Create OpenTK binding.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKBinding.SetDepthTest(System.Boolean)">
- <summary>
- Implementation of SetDepthTest.
- </summary>
- <param name="enable">
- True to enable false otherwisse.
- </param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKBinding.Viewport(System.Int32,System.Int32,System.Int32,System.Int32)">
- <summary>
- Set viewport size (pixel width and height from the window). Called in
- the constructor and every time when the device is reseted or scaled.
- </summary>
- <param name="x">X position for the viewport, usually 0</param>
- <param name="y">Y position for the viewport, usually 0</param>
- <param name="width">The width for the viewport.</param>
- <param name="height">The height for the viewport.</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKBinding.SetClearColor(System.Single,System.Single,System.Single,System.Single)">
- <summary>
- Clear color
- </summary>
- <param name="r">The r.</param>
- <param name="g">The g.</param>
- <param name="b">The b.</param>
- <param name="a">A.</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKBinding.Clear(System.Boolean,System.Boolean)">
- <summary>
- Clear
- </summary>
- <param name="clearColorBuffer">if true then clear color buffer.</param>
- <param name="clearDepthBuffer">if true then clear depth buffer.</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKBinding.TextureFilteringMode(Delta.Utilities.Graphics.TextureFilterMode)">
- <summary>
- Texture Filtering Mode
- </summary>
- <param name="mode">The mode.</param>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKBinding.GetErrorString">
- <summary>
- Get an error string if any native error occurred.
- </summary>
- <returns></returns>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKBinding.BindTexture(System.Int32)">
- <summary>
- Binds texture unit with given OpenGL handle (texture id).
- </summary>
- <param name="textureHandle">The openGL texture id.</param>
- </member>
- <member name="T:Delta.Graphics.OpenTK.OpenTKRenderToTexture">
- <summary>
- OpenGL implementation of RenderToTexture using FBO.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKRenderToTexture.#ctor(System.String,Delta.Utilities.Datatypes.Size,System.Boolean,System.Boolean,System.Boolean)">
- <summary>
- Creates a OpenTKRenderTexture. Just passes everything on, which is
- important for the RenderToTexture.Create via the Factory.
- </summary>
- <param name="setTextureName">Name of the set texture.</param>
- <param name="setSize">Size of the set.</param>
- <param name="setIsDepthTexture">If set to <c>true</c> the texture
- target should be 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.OpenTK.OpenTKRenderToTexture.CreateFbo">
- <summary>
- Create frame buffer object for render to texture, called when this
- render target is first used.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKRenderToTexture.Bind">
- <summary>
- Implementation of Bind.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKRenderToTexture.Unbind">
- <summary>
- Implementation of Unbind.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKRenderToTexture.MakeSureRenderTargetIsInitialized">
- <summary>
- Make sure is render target is initialized, called before render to
- make sure we can actually use this class.
- </summary>
- </member>
- <member name="M:Delta.Graphics.OpenTK.OpenTKRenderToTexture.DisposeNativeData">
- <summary>
- Disposes fbo texture and gl texture too.
- </summary>
- </member>
- </members>
- </doc>