/Dlls/Delta.Rendering.Basics.xml
# · XML · 1188 lines · 1186 code · 1 blank · 1 comment · 0 complexity · 1a118b5ba8ab86d178d9625bc91fe023 MD5 · raw file
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.Rendering.Basics</name>
- </assembly>
- <members>
- <member name="T:Delta.Rendering.Basics.Drawing.Line">
- <summary>
- Draw 2D or 3D lines with help of this class. Rarely used. If you want
- to render more complex shapes use one of the other classes here or
- implement one yourself. This has the advantage of optimizing it better.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Line.Draw(Delta.Utilities.Datatypes.Point,Delta.Utilities.Datatypes.Point,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draw line in 2D
- </summary>
- <param name="startPosition">Start position in quadratic space.</param>
- <param name="endPosition">End position in quadratic space.</param>
- <param name="lineColor">Line color</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Line.DrawCross(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draws a cross in 2D
- </summary>
- <param name="position">Position</param>
- <param name="radius">Radius</param>
- <param name="color">Color</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Line.Draw(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draw line in 3D
- </summary>
- <param name="startPosition">Start position</param>
- <param name="endPosition">End position</param>
- <param name="color">Line color</param>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.Line.WasLastLineCulled">
- <summary>
- Helper boolean for the Culling Draw Test which counts the
- number of drawn lines.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Basics.Drawing.Grid">
- <summary>
- Helper class to draw a coordinate system grid and gizmo, mostly used
- for debugging or some tools that display simple 3D data like the mesh
- viewer in the ContentManager tool.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw">
- <summary>
- Draw a 3D grid, default values are 20m x 20m with the Color Grey.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw(System.Single,System.Single,System.Int32,System.Int32,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Color,System.Boolean)">
- <summary>
- Draws a grid with the given positions/sizes and colors.
- </summary>
- <param name="width">Grid width</param>
- <param name="depth">Grid depth</param>
- <param name="widthFaceCount">Number of faces in width</param>
- <param name="depthFaceCount">Number of faces in depth</param>
- <param name="gridColor">The color for the inner grid lines</param>
- <param name="lineColor">The color for the marker lines</param>
- <param name="drawCoordinateSystemGizmo">If tue, a coordinate
- system gizmo will be drawn at (0f,0f,0.1f)</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Grid.Draw(System.Single,System.Single,System.Int32,System.Int32,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draws a 3-dimensional grid using "LineColor" as ambient color.
- </summary>
- <param name="width">Grid width.</param>
- <param name="depth">Grid depth.</param>
- <param name="widthFaceCount">Count of faces in width.</param>
- <param name="depthFaceCount">Count of faces in depth.</param>
- <param name="color">Grid color.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Grid.DrawCoordinateSystemGizmo">
- <summary>
- Draw gizmo with offset of 0.01f
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Grid.DrawCoordinateSystemGizmo(System.Single)">
- <summary>
- DrawCoordinateSystemGizmo with given offset
- </summary>
- <param name="offset">The offset.</param>
- </member>
- <member name="T:Delta.Rendering.Basics.Drawing.Circle">
- <summary>
- Circle class to draw circles either as line circles or as filled ones.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.Circle.cachedSinCosValues">
- <summary>
- Cached sin and cos value calculations based on the input radius,
- which is often the same (almost always the same value in fact).
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Circle.DrawOutline(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draw circle outline with lines. This method is quite fast, but mostly
- used for debug code to show circles, bounding circles and for other
- simple 2d cases. You can render thousands of circles even on mobile
- devices, just make sure they share the radius as much as possible for
- best performance. You can also tweak Circle.MaxCirclePoints for
- better performance (lower value) or more roundness (higher value).
- </summary>
- <param name="screenPosition">Screen position</param>
- <param name="radius">Radius</param>
- <param name="circleColor">Circle color</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Circle.DrawFilled(Delta.Utilities.Datatypes.Point,System.Single,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draw a filled solid circle with the given color. If you want to use
- this for debugging or marking something better use a transparent
- color or use DrawOutline instead to just show a circle line around.
- Same as DrawOutline this method is quite fast. For bigger circles it
- is however mostly fill rate limited as quite a bit of pixels need to
- be filled (which is especially slow on mobile devices).
- </summary>
- <param name="screenPosition">Screen position</param>
- <param name="radius">Radius</param>
- <param name="circleColor">Circle color</param>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.Circle.MaxCirclePoints">
- <summary>
- Number of points used to draw a circle with lines. 64 was chosen for
- performance reasons. This way we can draw hundreds of circles for
- debugging or even for game code without hurting the overall fps much.
- See Delta.Rendering.BasicTests.DrawTests.DrawCirclePerformance.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Circle.GrabCachedCirclePoints(System.Single)">
- <summary>
- Grab cached circle points and calculates how many circle points are
- needed to make it round enough while keeping the performance as good
- as possible with as few as possible circle points (only use
- MaxCirclePoints for really big circles bigger than the screen).
- </summary>
- <param name="radius">The radius.</param>
- <returns>Array of points needed for drawing the circle.</returns>
- </member>
- <member name="T:Delta.Rendering.Basics.Drawing.BillboardManager">
- <summary>
- Class that allows drawing billboards and managing them in a more
- optimized and useful matter than just drawing out materials (which is
- also possible). Usually used from Effects system to draw 3D billboards.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.DefaultNormal">
- <summary>
- The default normal vector of billboards e.g. Vector.Zero so the
- billboard will be calculated in special ways.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.DefaultGroundNormal">
- <summary>
- The default ground normal used to calculate the billboard directly.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.instance">
- <summary>
- Private instance
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.transformMatrix">
- <summary>
- These matrices cache the last calculated transformation for billboards,
- used for billboards that only get calculated the first time and then
- reusing these matrices.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.calculatedTransformAll">
- <summary>
- Flags for the calculation caches above to notice if something needs
- to be calculated or not.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.currentPosition3D">
- <summary>
- The current 3d position of the billboard, set in the ProcessBillboard
- method. This "cache" is only used so we don't have to copy over
- the position every time (even with ref it costs) and to make the
- method more readable by removing all the "ref position3D" stuff.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.billboardMode">
- <summary>
- The current mode of the billboard. Same usage as position3D above.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.points3D">
- <summary>
- Helper for calculating billboard positions
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.BillboardManager.rotatedPoints">
- <summary>
- Rotation points helper for the Add method with rotation. The
- Rectangle.Rotate method will fill these 4 points and they will then
- be filled into the vertex data stream.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.#ctor">
- <summary>
- Creates a new instance of BillboardManager.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single)">
- <summary>
- Performs draw billboard stuff.
- </summary>
- <param name="material">The material to draw with.</param>
- <param name="position3D">The position in 3D space.</param>
- <param name="size">The size of the quad.</param>
- <param name="rotation">The rotation.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Performs draw billboard stuff.
- </summary>
- <param name="material">The material to draw with.</param>
- <param name="position3D">The position in 3D space.</param>
- <param name="size">The size of the quad.</param>
- <param name="rotation">The rotation.</param>
- <param name="normal">Normal to align the billboard to</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Draw(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single,Delta.Utilities.Datatypes.Color)">
- <summary>
- Performs draw billboard stuff.
- </summary>
- <param name="material">The material to draw with.</param>
- <param name="position3D">The position in 3D space.</param>
- <param name="size">The size of the quad.</param>
- <param name="rotation">The rotation.</param>
- <param name="blendColorOverride">Overwritten blend color</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.DrawPlane(Delta.Rendering.MaterialColored)">
- <summary>
- Draw the material as a billboard ground plane.
- </summary>
- <param name="material">The material to draw with.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.DrawPlane(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Size,System.Single)">
- <summary>
- Draw the material as a billboard ground plane.
- </summary>
- <param name="material">The material to draw with.</param>
- <param name="position3D">The position in 3D space.</param>
- <param name="size">The size of the quad.</param>
- <param name="rotation">The rotation.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.Run">
- <summary>
- Run method from DynamicModule.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.SetupBillboardTransformOnce(Delta.Utilities.Datatypes.Matrix@,System.Boolean@)">
- <summary>
- Only does the actual setup if alreadyDone is set to false.
- Sets alreadyDone to true afterwards
- </summary>
- <param name="alreadyDone">
- Boolean value used and assigned after setting the transform once.
- </param>
- <param name="transform">
- The transform calculated if alreadyDone is false.
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.SetupBillboardTransform(Delta.Utilities.Datatypes.Matrix@)">
- <summary>
- Setup billboard transform for all upcoming billboard render actions.
- Note: It does not set translation, as this must be done individually.
- </summary>
- <param name="transform">Transform matrix for the billboards</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.ApplyBillboardTransform(Delta.Utilities.Datatypes.Matrix@)">
- <summary>
- Apply billboard transform to given Vector Array.
- given position overrides transform.Translation
- </summary>
- <param name="transform">Transform matrix for the billboards</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.BillboardManager.ProcessBillboard(Delta.Rendering.MaterialColored,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Size@,System.Single,Delta.Utilities.Datatypes.Vector@)">
- <summary>
- Process a billboard and add it to the material manager.
- </summary>
- <param name="material">Material to render on the billboard.</param>
- <param name="position3D">The #define position of the billboard.</param>
- <param name="size">The size of the billboard.</param>
- <param name="rotation">The rotation of the billboard.</param>
- <param name="normal">The normal vector of the billboard
- (if available)</param>
- </member>
- <member name="P:Delta.Rendering.Basics.Drawing.BillboardManager.Instance">
- <summary>
- Instance for this Billboard manager (handled only here privately)
- </summary>
- </member>
- <member name="T:Delta.Rendering.Basics.Drawing.Sphere">
- <summary>
- Draw 3D spheres with help of this class. They can be drawn as only
- outline or filled shape. This has the advantage of optimizing it better.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Sphere.DrawOutline(Delta.Utilities.Datatypes.Vector,System.Single,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draws a 3D sphere with lines. This basically draws 3 circles (one in
- each direction) to form a sphere.
- </summary>
- <param name="position">Position</param>
- <param name="radius">Radius</param>
- <param name="color">Sphere color</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Sphere.DrawFilled(Delta.Utilities.Datatypes.Vector,System.Single,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draw a filled sphere in 3d space.
- </summary>
- <param name="position">The center position of the sphere in 3d.</param>
- <param name="radius">The radius of the sphere.</param>
- <param name="color">The fill color of the sphere.</param>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.Sphere.cachedPitchTransform">
- <summary>
- The pitch transform for the outline of the sphere is always the
- same, so we can speed things up a little by caching this value
- the first time.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.Sphere.cachedRollTransform">
- <summary>
- The roll transform for the outline of the sphere is always the
- same, so we can speed things up a little by caching this value
- the first time.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Sphere.#cctor">
- <summary>
- Static constructor for cached values.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Basics.Materials.Material">
- <summary>
- Material class, just derived from the BaseMaterial class, which contains
- all the functionality for drawing and animations. Note: For 2D rendering
- use Material2D, which does not share this class, but all the BaseMaterial
- functionality.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(System.String,Delta.Graphics.Basics.Shader)">
- <summary>
- Create material with just a diffuse map and a shader. Will check if
- the diffuse map is an animation set and load all animated images
- automatically (use StartAnimation to control it).
- </summary>
- <param name="setDiffuseMapName">Diffuse map name.</param>
- <param name="setShader">Shader to use during rendering.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(Delta.Graphics.Basics.Texture,Delta.Graphics.Basics.Shader)">
- <summary>
- Special constructor to allow creating a material just with a single
- diffuse map image (e.g. created from RenderToTexture).
- </summary>
- <param name="setDiffuseMap">Diffuse texture to use.</param>
- <param name="setShader">The shader to use.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material.#ctor(Delta.ContentSystem.Rendering.MaterialData)">
- <summary>
- Create material from MaterialData, only used internally, for example
- for loading Models from ModelData (they contain a list of MaterialData)
- </summary>
- <param name="setData">
- The <see cref="T:Delta.ContentSystem.Rendering.MaterialData"/> to use during rendering.
- </param>
- </member>
- <member name="T:Delta.Rendering.Basics.Materials.Material2D">
- <summary>
- Material 2D without vertex coloring, but otherwise has the same features
- as Material2DColored. Rendering this is a bit faster because we don't
- need to send vertex colors to the GPU (saves bandwidth and performance).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Materials.Material2D.defaultMaterial2D">
- <summary>
- Default material 2D
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2D.#ctor(System.String)">
- <summary>
- Create material from just a diffuse map image name. The
- material will always just use the basic shader without vertex coloring.
- </summary>
- <param name="setDiffuseMapName">Set diffuse map name</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2D.#ctor(Delta.Graphics.BaseTexture)">
- <summary>
- Create material from image, currently only needed for displaying
- RenderToTexture and a video frame.
- </summary>
- <param name="setTexture">The diffuse texture to assign.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle)">
- <summary>
- Draw this 2D material at the specified rectangle location.
- Note: This is just rendering in 2D, 3D rendering is not used, thus
- 3D camera movement will not affect this material draw. Use Meshes and
- <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces.
- </summary>
- <param name="drawArea">
- Draw area to render to, rendering will be skipped if this is
- completely outside of the 0-1 quadratic screen space.
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Utilities.Datatypes.Point,Delta.Rendering.Enums.FlipMode)">
- <summary>
- Draw this 2D material at the specified rectangle location.
- Note: This is just rendering in 2D, 3D rendering is not used, thus
- 3D camera movement will not affect this material draw. Use Meshes and
- <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces.
- </summary>
- <param name="drawArea">
- Draw area to render to, rendering will be skipped if this is
- completely outside of the 0-1 quadratic screen space.
- </param>
- <param name="rotation">
- Rotation for this material drawing in degrees. By default unused=0.
- </param>
- <param name="rotationCenter">
- Center for the rotation. If you want it to be centered around the
- drawArea use drawArea.Center or just use the other Draw overloads.
- Note: This rotationCenter is always absolute, add drawArea.Center to
- make it relative to the local drawArea.
- </param>
- <param name="flipMode">
- Flipping is useful to display materials in different ways. Just
- rotating is often enough, but sometimes flipping is needed (e.g. for
- RenderTargets or to make non-tileable textures pseudo-tilable).
- FlipMode.Vertical and FlipMode.Horizontal can be combined (which is
- FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees).
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2D.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Rendering.Enums.FlipMode)">
- <summary>
- Draw this 2D material at the specified rectangle location.
- Note: This is just rendering in 2D, 3D rendering is not used, thus
- 3D camera movement will not affect this material draw. Use Meshes and
- <see cref="T:Delta.Rendering.Basics.Drawing.BillboardManager"/> to accomplish 3D rendering of surfaces.
- </summary>
- <param name="drawArea">
- Draw area to render to, rendering will be skipped if this is
- completely outside of the 0-1 quadratic screen space.
- </param>
- <param name="rotation">
- Rotation for this material drawing in degrees. By default unused=0.
- </param>
- <param name="flipMode">
- Flipping is useful to display materials in different ways. Just
- rotating is often enough, but sometimes flipping is needed (e.g. for
- RenderTargets or to make non-tileable textures pseudo-tilable).
- FlipMode.Vertical and FlipMode.Horizontal can be combined (which is
- FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees).
- </param>
- </member>
- <member name="P:Delta.Rendering.Basics.Materials.Material2D.Default">
- <summary>
- The default material which is always used if no material is explictly
- set. Will be created the first time this is used, which is quite
- likely for unit test code and if some material is missing or wrong,
- but not so much true for the real games later. Also delayed loading
- is much better for the application initialization time.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Basics.Drawing.Box">
- <summary>
- Static box class to draw 3d boxes either with lines or as solid boxes.
- </summary>
- </member>
- <!-- Badly formed XML comment ignored for member "M:Delta.Rendering.Basics.Drawing.Box.DrawOutline(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)" -->
- <member name="M:Delta.Rendering.Basics.Drawing.Box.DrawOutline(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Draws a 3-dimensional box from start to end using "LineColor" as
- ambient color.
- </summary>
- <param name="minimum">Minimum</param>
- <param name="maximum">Maximum</param>
- <param name="color">Line color</param>
- <param name="rotation">Rotation as raw, pitch, roll</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.Box.DrawFilled(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draw a filled box in 3d space.
- </summary>
- <param name="minimum">The minimum corner position.</param>
- <param name="maximum">The maximum corner position.</param>
- <param name="color">The fill color of the box.</param>
- </member>
- <member name="T:Delta.Rendering.Basics.Drawing.DrawManager">
- <summary>
- The DrawManager is used by all of the classes in this namespace to do
- all the line, box, sphere, circle, grid, etc. drawing of all kind of
- shapes for 2D and 3D drawing. Everything related with primitive drawing
- will be uniquely handled in here. This class is used as a singleton.
- Warning: This class is not thread safe, only have one thread draw stuff!
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.InitialNumOfVertices">
- <summary>
- Start with max. 120 lines initially (or 80 polygons). If we reach that
- limit we will increase the Mesh VertexData by 120 more lines.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.MakeScreenshot">
- <summary>
- Make a screenshot of the current screen.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.instance">
- <summary>
- Private instance
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.screenshotCapturer">
- <summary>
- Current screenshot capturer for the application
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line2DMaterial">
- <summary>
- Line material for rendering all lines (2D and 3D), contains the
- LineShader responsible for drawing everything.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line3DMaterial">
- <summary>
- Line material for rendering all lines (2D and 3D), contains the
- LineShader responsible for drawing everything.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line2DMesh">
- <summary>
- Line mesh for 2D lines, contains 2D position and color vertex data.
- Uncompressed this are just 12 bytes (8 for position, 4 for color),
- compressed this goes down to 8 bytes (4 for position, 4 for color).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.line3DMesh">
- <summary>
- Line mesh for 3D lines, contains 3D position and color vertex data.
- Uncompressed this are just 16 bytes (12 for position, 4 for color),
- compressed this goes down to 10 bytes (6 for position, 4 for color).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.polygon2DMesh">
- <summary>
- Polygon mesh for 2D shapes, contains 3 2D position and colors for
- each polygon. Same vertex data format is used as for line2DMesh!
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Drawing.DrawManager.polygon3DMesh">
- <summary>
- Polygon mesh for 3D shapes, contains 3 3D position and colors for
- each polygon. Same vertex data format is used as for line3DMesh!
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.#ctor">
- <summary>
- Create draw manager as a child of MaterialManager because we handle
- all rendering there (even line rendering, which is just meshes with
- materials too).
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Run">
- <summary>
- Show, just render all lines that have been collected this frame.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw2DLine(Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Color@)">
- <summary>
- Draws a 2D line with a start and end point and a line color.
- </summary>
- <param name="linePoint1">Start of line</param>
- <param name="linePoint2">End of line</param>
- <param name="lineColor">The color of the line</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawPolygon(Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Point@,Delta.Utilities.Datatypes.Color@)">
- <summary>
- Draws a polygon.
- </summary>
- <param name="polygonPoint1">Polygon point 1</param>
- <param name="polygonPoint2">Polygon point 2</param>
- <param name="polygonPoint3">Polygon point 3</param>
- <param name="polygonColor">The color of the polygon.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw3DLine(Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Vector,Delta.Utilities.Datatypes.Color)">
- <summary>
- Draws a 3D line with a start and end vector and a line color.
- </summary>
- <param name="lineVector1">Start of line</param>
- <param name="lineVector2">End of line</param>
- <param name="lineColor">The color of the line.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.Draw3DLine(Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Color@)">
- <summary>
- Draws a 3D line with a start and end vector and a line color.
- </summary>
- <param name="lineVector1">Start of line</param>
- <param name="lineVector2">End of line</param>
- <param name="lineColor">The color of the line.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawBox(Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Vector@,Delta.Utilities.Datatypes.Color@)">
- <summary>
- Draws a 3D box with a start vector, a size vector and a color.
- </summary>
- <param name="minimum">Minimum position of the box.</param>
- <param name="size">Size of the box.</param>
- <param name="fillColor">The color of the filled box.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Drawing.DrawManager.DrawSphere(Delta.Utilities.Datatypes.Vector@,System.Single,Delta.Utilities.Datatypes.Color@)">
- <summary>
- Draws a 3D sphere with a center vector, a radius and a color.
- </summary>
- <param name="minimum">Minimum position of the box.</param>
- <param name="size">Size of the box.</param>
- <param name="fillColor">The color of the filled box.</param>
- </member>
- <member name="P:Delta.Rendering.Basics.Drawing.DrawManager.Instance">
- <summary>
- Instance for this Draw manager (handled only here privately)
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Drawing.DrawManager.ScreenshotCapturer">
- <summary>
- Screenshot capturer
- </summary>
- </member>
- <member name="T:Delta.Rendering.Basics.Fonts.Font">
- <summary>
- That class contains all the logic to render a font <see cref="T:Delta.ContentSystem.Rendering.FontData"/>
- and will try to request the specified font data (in the constructor). As
- an extra feature the font will automatically choose one of the available
- font sizes depending on the current resolution to support a more sharp
- down- or up-scaling of the originally wished font size. Most fonts you
- can load from the content system will already provide 4 resolution based
- fonts fine tuned to work in all possible resolutions (see constructor).
- <para/>
- Note: Performance is heavily optimized for render speed. The main idea is
- to use cached glyphs to avoid recalculating them for each text. This also
- means all of the properties of this class are read-only. To change
- anything (including character distances, line spacing, the render color,
- etc.) you need to create a new Font instance. This way the Geometry
- can be cached and only calculated once for a text, which then can be
- rendered many times (even with different positioning, rotation, etc.).
- In release mode a font rendering can be done up to 1.5 million times/sec
- (when swapbuffer, clear, geometry rendering is turned off for measuring.)
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.VersionNumber">
- <summary>
- The current version of the implementation of this font class.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.DefaultFontName">
- <summary>
- The default fallback font name is "DefaultFont". Used in Font.Default!
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.DrawTopLeftInformation(System.String)">
- <summary>
- Draws information text on the top left corner of the screen via the
- default font. Should only be used to display profiling and debug
- information.
- </summary>
- <param name="text">Text to display</param>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.defaultFont">
- <summary>
- Default font to render text centered.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.informationFont">
- <summary>
- Information font for the DrawTopLeftInformation method.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.renderColor">
- <summary>
- Text render color
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.lineSpacingMultiplier">
- <summary>
- Line spacing multiplier
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.characterSpacingMultiplier">
- <summary>
- Character spacing
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.drawLayer">
- <summary>
- Render layer for this font
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.fontDatas">
- <summary>
- The available FontData's for the resolutions 480x320, 800x480,
- 1024x768 and 1920x1080, started with the smallest resolution. The
- correct one will be selected by the 'DetermineBestFont()'.
- <para/>
- Note: If only one entry is set, that "auto-selecting" feature is
- disabled. If more that one is set, every entry is valid (is made sure
- in the constructor).
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.activeFontData">
- <summary>
- The reference to the current selected 'FontData' (from the 'fontDatas'
- list and based on the current screen resolution) which is used for
- drawing the text on the screen.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.fontMaps">
- <summary>
- Font maps, will be updated as the activeFontData changes (each font can
- have multiple font maps). Often just has one material that we use for
- rendering. Each Glyph links to this list and has the UV coordinates for
- rendering that glyph.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.glyphCache">
- <summary>
- The internal cache of drawing information for each text that needs to
- be handled in a "Draw(...)" or in the <see cref="M:Delta.Rendering.Basics.Fonts.Font.Measure(System.String)"/>
- method by the current font instance.
- <para/>
- <b>Note:</b> The cache is initialized in the constructor. It is also
- cleared every time we change something important (resolution changed).
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(System.String)">
- <summary>
- Create a new font for drawing a text from a font content name.
- Note: You can also search for fonts with the FontData.Get method,
- but you should use this method normally because it lets you setup
- and change font settings without having to change the code.
- </summary>
- <param name="setFontContentName">Set font content name</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.ContentSystem.Rendering.FontData,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)">
- <summary>
- Create a new font for drawing a text from FontData, which can be loaded
- from content via FontData.Get or created customly. Please note that
- each FontData can have children entries for additional font sizes (four
- children for the 4 default resolutions, see DetermineBestFont, which
- switches fonts at 480x320, 800x480, 1024x768 and 1920x1080).
- </summary>
- <param name="setFontData">
- Set font data, which can contain 3 children for the other resolutions
- (always in the same order). If there are no children all 4 fontDatas
- will be set to the same font size.
- </param>
- <param name="setHorizontalAlignment">
- Set horizontal alignment mode for font rendering, defaults to centered.
- </param>
- <param name="setVerticalAlignment">
- Set vertical alignment mode for font rendering, defaults to centered.
- </param>
- <param name="setWordWrapping">Word wrapping mode (usually off).</param>
- <param name="setLineSpacingMultiplier">
- Set line spacing multiplier (default to 1.0). Multiplied with the
- FontData.LineHeight.
- </param>
- <param name="setCharacterSpacingMultiplier">
- Set character spacing multiplier (defaults to 1.0). Multiplied with
- FontData character render distances.
- </param>
- <param name="setDrawLayer">Set draw layer to use for rendering.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.ContentSystem.Rendering.FontData,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)">
- <summary>
- Create a new font for drawing a text from FontData, which can be loaded
- from content via FontData.Get or created customly. Please note that
- each FontData can have children entries for additional font sizes (four
- children for the 4 default resolutions, see DetermineBestFont, which
- switches fonts at 480x320, 800x480, 1024x768 and 1920x1080).
- </summary>
- <param name="setFontData">
- Set font data, which can contain 3 children for the other resolutions
- (always in the same order). If there are no children all 4 fontDatas
- will be set to the same font size.
- </param>
- <param name="newFontColor">New font text render color to use.</param>
- <param name="setHorizontalAlignment">
- Set horizontal alignment mode for font rendering, defaults to centered.
- </param>
- <param name="setVerticalAlignment">
- Set vertical alignment mode for font rendering, defaults to centered.
- </param>
- <param name="setWordWrapping">Word wrapping mode (usually off).</param>
- <param name="setLineSpacingMultiplier">
- Set line spacing multiplier (default to 1.0). Multiplied with the
- FontData.LineHeight.
- </param>
- <param name="setCharacterSpacingMultiplier">
- Set character spacing multiplier (defaults to 1.0). Multiplied with
- FontData character render distances.
- </param>
- <param name="setDrawLayer">Set draw layer to use for rendering.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.Rendering.Basics.Fonts.Font,Delta.Utilities.Datatypes.Color,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment,System.Boolean,System.Single,System.Single,Delta.Rendering.Enums.RenderLayer)">
- <summary>
- Creates a new font based on an existing font, required for cloning
- fonts and allows us to change the font render parameters like Color,
- DrawLayer and Alignment.
- </summary>
- <param name="fontToCopy">Font to copy all data from.</param>
- <param name="newFontColor">New font text render color to use.</param>
- <param name="setHorizontalAlignment">
- Set horizontal alignment mode for font rendering, defaults to centered.
- </param>
- <param name="setVerticalAlignment">
- Set vertical alignment mode for font rendering, defaults to centered.
- </param>
- <param name="setWordWrapping">Word wrapping mode (usually off).</param>
- <param name="setLineSpacingMultiplier">
- Set line spacing multiplier (default to 1.0). Multiplied with the
- FontData.LineHeight.
- </param>
- <param name="setCharacterSpacingMultiplier">
- Set character spacing multiplier (defaults to 1.0). Multiplied with
- FontData character render distances.
- </param>
- <param name="setDrawLayer">Set draw layer to use for rendering.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor(Delta.Rendering.Basics.Fonts.Font,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,Delta.Utilities.Datatypes.Advanced.VerticalAlignment)">
- <summary>
- Creates a new font based on an existing font, required for cloning
- fonts and allows us to change the font Alignment parameters.
- </summary>
- <param name="fontToCopy">Font to copy all data from.</param>
- <param name="setHorizontalAlignment">
- Set horizontal alignment mode for font rendering, defaults to centered.
- </param>
- <param name="setVerticalAlignment">
- Set vertical alignment mode for font rendering, defaults to centered.
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.#ctor">
- <summary>
- Creates an empty font, required for the <see cref="T:Delta.Engine.Dynamic.Factory"/> if the
- font will be loaded there by the <see cref="T:Delta.Utilities.ISaveLoadBinary"/>
- interface (see StreamHelper.LoadWithLength). Note: All values need to
- be filled in via the Load method.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.Dispose">
- <summary>
- Dispose
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.Load(System.IO.BinaryReader)">
- <summary>
- Loads all data of the object again which were previously saved.
- </summary>
- <param name="dataReader">The data reader.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.Save(System.IO.BinaryWriter)">
- <summary>
- Saves all necessary data of the object to a byte array.
- </summary>
- <param name="dataWriter">The data writer.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.Draw(System.String,Delta.Utilities.Datatypes.Rectangle)">
- <summary>
- Draws a text without any rotation and (scrolling) offset at the
- specified area.
- </summary>
- <param name="text">The text that should be drawn.</param>
- <param name="drawArea">
- The area (in Quadratic Space) where the text should be drawn.
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.Draw(System.String,Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Utilities.Datatypes.Point)">
- <summary>
- Draws a text with the specified rotation (and scrolling offset) at the
- given area whereby the area defines the available space for the
- clipping too. Note: Rotation and scroll offset is not supported yet.
- </summary>
- <param name="text">The text that should be drawn.</param>
- <param name="drawArea">
- The area (in Quadratic Space) where the text should be drawn.
- </param>
- <param name="rotation">The rotation the text should have.</param>
- <param name="scrollOffset">
- The offset where the text should begin inside the text area which is
- necessary for scrolled text elements that needs a partial clipping.
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.Measure(System.String)">
- <summary>
- Measures the given text and returns the size that it would need for
- drawing it in the current resolution of the screen.
- </summary>
- <param name="text">Text</param>
- <returns>
- Size
- </returns>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.Measure(Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo[])">
- <summary>
- Measures the given text and returns the size that it would need for
- drawing it in the current resolution of the screen.
- </summary>
- <param name="glyphDrawInfos">Glyph draw info</param>
- <returns>Size</returns>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.CreateGeometryFromGlyph(Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo[],System.String)">
- <summary>
- Helper method to create geometry per font request, called by the
- glyphCache delegate inside InitializeGlyphCache.
- </summary>
- <param name="glyphs">Glyphs with all the letters</param>
- <param name="text">Text, just for the geometry name</param>
- <returns>Geometry that will be used for drawing.</returns>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.DetermineBestFont">
- <summary>
- Determines the best matching font depending on the current screen
- resolution and clears the current glyph cache too.
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.ComputeLineHeight(Delta.ContentSystem.Rendering.FontData)">
- <summary>
- Computes the current line height in quadratic space, needs to be
- updated once the active font instance or resolution changes.
- </summary>
- <param name="fontData">
- The <see cref="T:Delta.ContentSystem.Rendering.FontData"/> to compute height from.
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Fonts.Font.UpdateFontMaps">
- <summary>
- Update font maps
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.Default">
- <summary>
- Get the default fallback font, that is usually used for info and
- debug texts, the FPS counter, profiler and other stuff that does not
- have a valid font set (or does not want to handle own fonts).
- All text is displayed
- UI has its own fallback and is much more sophisticated because
- we usually need different font sizes depending on the resolution!
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.FamilyName">
- <summary>
- Get the family name of the font (e.g. "Verdana", "Arial", etc.)
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.CurrentFontSize">
- <summary>
- Get the current selected font size based on the current resolution.
- <para/>
- Note: This will only change if different font data values were
- specified in the constructor, else the size will always be the same
- for the current font instance.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.LineSpacingMultiplier">
- <summary>
- The scale factor which finally defines the total line height based on
- the font content size (default is '1.0'). Must be set in constructor
- and is usually set from the font content data. Can be adjusted in the
- constructor (e.g. 1.5) and will be multiplied with fontData.LineHeight
- for rendering.
- <para />
- LineHeight = 1.0: Normal font height for the characters.
- <para />
- LineHeight = 1.5: Bigger font height for the characters with an extra
- space of 50% between lines.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.CharacterSpacingMultiplier">
- <summary>
- Similar to LineSpacing you can also define how far each font
- character should be apart. The default value is '1.0' and it already
- uses the Tracking defined in each of the FontDatas used by this font.
- 2.0 means the same distance a space character holds is added between
- each letter, but you can use whatever value you like (1.1, 5.0, 0.8).
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.LineHeight">
- <summary>
- The total height of a text line (in quadratic space) based on the set
- font height (in pixel) and the line spacing multiplier.
- <para />Note: The value is depending on the current resolution.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.Color">
- <summary>
- Get the color of the displayed text (default is 'White'). Can only be
- set in the constructor like most of the important font render states.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.DrawLayer">
- <summary>
- Get the render layer where a text will be drawn. Can only be set in the
- constructor.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.IsWordWrappingOn">
- <summary>
- Is word wrapping on (default is 'false').
- <para />
- Note: This feature is still not fully supported yet.
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.HorizontalAlignment">
- <summary>
- Horizontal text alignment (default is 'Centered').
- </summary>
- </member>
- <member name="P:Delta.Rendering.Basics.Fonts.Font.VerticalAlignment">
- <summary>
- Vertical text alignment (default is 'Centered').
- </summary>
- </member>
- <member name="T:Delta.Rendering.Basics.Fonts.Font.TextParameters">
- <summary>
- Helper for the second input value of glyphCache. These values should
- not change much, but we still need to check them for every Get.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.TextParameters.Width">
- <summary>
- The available width (in Quadratic Space) to draw the related text.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.TextParameters.Height">
- <summary>
- The available height (in Quadratic Space) to draw the related text.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.TextParameters.HorizontalAlignment">
- <summary>
- The horizontal alignment of the related text.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.TextParameters.LineSpacing">
- <summary>
- The set spacing for the text lines of the related text (if there are
- some lines). This value is FontData.LineHeight * Font.LineHeight.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo">
- <summary>
- Helper struct for the cache result of glyphCache.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo.GlyphInfos">
- <summary>
- That array of glyph info represents the drawing area's of each
- character in relation to the text. In other words that are NOT the
- final areas where the text will be drawn on the screen !
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo.TextSize">
- <summary>
- The measured size of the glyphs (or in other words the text) that
- will be needed to show it fully on the screen.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo.Material">
- <summary>
- Material for rendering the Geometry.
- TODO: Group the glyph geometries by each fontmap
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Fonts.Font.TextDrawInfo.Geometry">
- <summary>
- And finally the pre-calculated geometry to render out text quickly.
- Usually text does not change, thus we can calculate the geometry
- once and render it many times.
- </summary>
- </member>
- <member name="T:Delta.Rendering.Basics.Materials.Material2DColored">
- <summary>
- Vertex colored Material 2D, used for particle effects and coloring UI
- elements in UI screens. Using this class instead of Material2D is a bit
- slower because we need to send vertex colors to the GPU.
- </summary>
- </member>
- <member name="F:Delta.Rendering.Basics.Materials.Material2DColored.defaultMaterial2DColored">
- <summary>
- Default material 2D
- </summary>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.#ctor(System.String)">
- <summary>
- Create material from just a diffuse map image name and a the default
- blend color. The material will always just use the basic shader with
- vertex coloring. That is mostly used for UI rendering.
- </summary>
- <param name="setDiffuseMapName">
- The name of the diffuse map to use.
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.#ctor(System.String,Delta.Utilities.Datatypes.Color)">
- <summary>
- Create material from just a diffuse map image name and a given
- blend color. The material will always just use the basic shader with
- vertex coloring. That is mostly used for UI rendering.
- </summary>
- <param name="setDiffuseMapName">Diffuse map name.</param>
- <param name="setColor">The tint color to apply during draw.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.#ctor(Delta.Utilities.Datatypes.Color)">
- <summary>
- Create material from just a diffuse map image name and a the default
- blend color. The material will always just use the basic shader with
- vertex coloring. That is mostly used for UI rendering.
- </summary>
- <param name="setColor">The color that the material should have.</param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.Clone">
- <summary>
- Returns a new instance of this Material2DColored, which we can change
- without modifying the original. Useful for the Default material (see
- property above) or for different material settings on the same image.
- </summary>
- <returns>New Material2DColored with the same settings</returns>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.Draw(Delta.Utilities.Datatypes.Rectangle)">
- <summary>
- Draw this colored 2D material at the specified rectangle location.
- Use the other overloads for more options (at the cost of performance)
- like rotation, flipping, overwriting UVs, etc.
- </summary>
- <param name="drawArea">
- Draw area to render to, rendering will be skipped if this is
- completely outside of the 0-1 quadratic screen space.
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Rendering.Enums.FlipMode)">
- <summary>
- Draw this colored 2D material at the specified rectangle location.
- Use the other overloads for more options (at the cost of performance)
- like rotation, flipping, overwriting UVs, etc.
- </summary>
- <param name="drawArea">
- Draw area to render to, rendering will be skipped if this is
- completely outside of the 0-1 quadratic screen space.
- </param>
- <param name="rotation">
- Rotation for this material drawing in degrees. By default unused=0.
- </param>
- <param name="flipMode">
- Flipping is useful to display materials in different ways. Just
- rotating is often enough, but sometimes flipping is needed (e.g. for
- RenderTargets or to make non-tileable textures pseudo-tilable).
- FlipMode.Vertical and FlipMode.Horizontal can be combined (which is
- FlipMode.VerticalAndHorizontal, the same as rotating 180 degrees).
- </param>
- </member>
- <member name="M:Delta.Rendering.Basics.Materials.Material2DColored.Draw(Delta.Utilities.Datatypes.Rectangle,System.Single,Delta.Utilities.Datatypes.Point,Delta.Rendering.Enums.FlipMode)">
- <summary>
- Draw this 2D material at the specified rectangle location and
- optionally rotating and flipping it.
- </summary>
- <param name="drawArea">
- Draw area to render to, rendering will be skipped if this is
- completely outside of the 0-1 quadratic screen space.
- </param>
- <param name="rotation">
- Rotation for this material drawing in degrees. By default unused=0.
- </param>
- <param name="rotationCenter">
- Center for the rotation. If you want it to be centered around the
- drawArea use drawArea.Center or just use the other Draw overloads.
- Note: This rotationCenter is always absolute, add drawArea.Center to
- make it relative to the local drawArea.
- </param>
- <param name="flipMode">