/Dlls/Delta.ContentSystem.Rendering.xml
# · XML · 1253 lines · 1253 code · 0 blank · 0 comment · 0 complexity · 5ca0de4c1ac67533ff248c5dd12c3ab5 MD5 · raw file
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.ContentSystem.Rendering</name>
- </assembly>
- <members>
- <member name="T:Delta.ContentSystem.Rendering.EffectData">
- <summary>
- The effect data class is the content implementation of a effect and
- handles all the saving and loading of an effect.
- Basically this class only contains a list of Emitters that is filled
- during loading. The further load logic is then in the EmitterData class.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.EffectData.Get(System.String)">
- <summary>
- This is the only method to load XmlData content. If a content object
- has already been loaded, it will be returned again.
- </summary>
- <param name="contentName">Name of the Xml content to load</param>
- <returns>The loaded XmlData object (or fallback if it failed)</returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.EffectData.#ctor(System.String)">
- <summary>
- Create and load new effect data. Use the static Get method to call this.
- </summary>
- <param name="setEffectName">Name of the effect.</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.EffectData.#ctor(System.Collections.Generic.List{Delta.ContentSystem.Rendering.Helpers.EmitterData})">
- <summary>
- Create effect data from list of emitter data. Only used internally
- for the editors, it makes no sense to create content objects in the
- engine itself. You can dynamically create rendering classes like in
- this case a Effect class with custom emitters, but it is not a loaded
- EffectData content class then (the link to data will stay null in the
- Effect class).
- </summary>
- <param name="setEmitters">Set emitter data list</param>
- <exception cref="T:System.NullReferenceException">To create 'EffectData' you
- have to provide a valid emitter data list!</exception>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.EffectData.Load(System.IO.BinaryReader)">
- <summary>
- Load saved data back into this EffectData, usually only called from
- the Load method above from the Content System.
- </summary>
- <param name="reader">Reader to read the data from</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.EffectData.Save(System.IO.BinaryWriter)">
- <summary>
- Save effect data into stream. Usually called by the tool that saves
- this data out (EffectEditor) or the ContentSystem for optimizations.
- </summary>
- <param name="writer">Writer for the stream to write into</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.EffectData.Load(Delta.ContentSystem.Content)">
- <summary>
- Native load method, will just load or clone the effect data.
- </summary>
- <param name="alreadyLoadedNativeData">
- The first instance that has already loaded the required content data
- of this content class or just 'null' if there is none loaded yet (or
- anymore).
- </param>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.EffectData.Emitters">
- <summary>
- List of emitters.
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo">
- <summary>
- Glyph draw info helper struct, which is used by FontData, but only
- really needed in Delta.Rendering.Basics.Fonts.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.DrawArea">
- <summary>
- That represents the area where the glyph (or in other words the
- character) will be drawn on the screen.
- <para/>
- Note: The area will be created in pixel space from the 'FontData' on
- the content side and will give it to the 'Font' class on the rendering
- side. There will the value be transformed in the quadratic space (which
- is the used space in the DeltaEngine for rendering) and reused for
- drawing calls of the 'Font' class.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.FontMapId">
- <summary>
- The ID of the font map that belongs to the font where that draw info is
- thought for.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.UV">
- <summary>
- The final (normalized) UV coordinates for the font map related to the
- set 'FontMapId'.
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.MaterialData">
- <summary>
- Material data for loading and saving materials through the content
- system as part of a Model or some UI scene. The actual material is
- located in the Delta.Rendering module, which uses this class. This
- class is currently used to just load the MaterialData directly via
- BinaryReader (for embedded materials in models, UI scenes, etc.).
- There are no properties or any dynamic loading in this class.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.VersionNumber">
- <summary>
- Version number for this MaterialData. If this goes above 1, we need
- to support loading older versions as well. Saving is always going
- to be the latest version (this one).
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.Default">
- <summary>
- Default material data, do not modify, just used as fallback data.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.MaterialData.Get(System.String)">
- <summary>
- Get and load content based on the content name. This method makes sure
- we do not load the same content twice (the constructor is protected).
- </summary>
- <param name="contentName">Content name we want to load, this is
- passed onto the Content System, which will do the actual loading with
- help of the Load method in this class.</param>
- <returns>The loaded Content object, always unique for the same
- name, this helps comparing data.</returns>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShaderName">
- <summary>
- Link to the shader we want to use with this material as the content
- name. If the content cannot be found or does not exist we will output
- a warning and use a fallback generated shader with the help of
- material data that is already set (e.g. diffuse map and normal map
- is set, then generate a fallback shader that can handle that).
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.DiffuseMapName">
- <summary>
- Diffuse map name, almost always used (else meshes look dull). For
- sky cube map shaders this is used as the sky cube map texture, which
- even can be in HDR mode if the platform supports it. If unused this
- string is empty (same goes for all other strings here), but for
- shaders that need a diffuse map (most do), this will result in using
- the default fallback image for DiffuseMap (see Image.Default)!
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.NormalMapName">
- <summary>
- Normal map name, used for NormalMapping, only used if a normal map
- shader is used. Please note this image might have the red and alpha
- channel swapped if this is supported and wanted through shaders. This
- trick is used to increase quality of compressed normal maps, e.g. DXT1
- compresses nicely (1:6 ratio), but can look crappy for detailed normal
- maps, so DXT5 is used instead (1:4 ratio still) with R and A swapped.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.SpecularMapName">
- <summary>
- Specular map name. Gloss (specular map) mapping effect for a
- directional or point light shaders.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.HeightMapName">
- <summary>
- Height map name, this is usually used for parallax effects and
- usually a reduced texture because we don't need much precision or
- accuracy for parallax effects. See ShaderConstants for ParallaxHeight.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.DetailMapName">
- <summary>
- Detail map name, this is almost a diffuse map with more details.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.ReflectionCubeMapName">
- <summary>
- Reflection cube map name to make reflections more shiny (uses usually
- the same sky cube map as for the sky cube rendering via DiffuseMap)
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.LightMapName">
- <summary>
- Light map name for mesh data with light mapped images baked on top.
- Only used if a light map shader is used.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShaderLutTexture">
- <summary>
- Shader helper texture for pre-calculations. Usually used for 1D or 2D
- texture lookups for specular power and fresnel power with some extra
- pre-calculated data maybe (combined fresnel and specular, already
- applied colors, fresnel factors, etc.).
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShadowMapTexture">
- <summary>
- Texture used for performing shadow casting from given object.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.Ambient">
- <summary>
- TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
- Ambient is usually always 0.15 (the default), many shaders even ignore
- this if all we want is light from light sources.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.Diffuse">
- <summary>
- TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
- The diffuse color is usually always white (90% by default), but can
- be changed from time to time to other colors. Different diffuse colors
- need a extra shader pass and cannot be merged, it is much quicker to
- let this stay white (the default) and use colored vertices for effects
- or UI, which mostly use the same atlas image, but need all kind of
- different colors per vertex!
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.SpecularPower">
- <summary>
- TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
- Specular shininess power, usually defaults to DefaultShininess.
- Sometimes not possible on low end pixel shaders, will be optimized
- out or put in the vertex shader instead.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.MaterialData.FresnelPower">
- <summary>
- TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
- Fresnel power if the shader for this material does fresnel,
- fresnel bias is 0 (or bias in the shader) and the factor is 1.0 too.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.MaterialData.#ctor(System.String)">
- <summary>
- Create a material from content, just makes sure we use the material
- content type, all loading happens in the Load method below.
- Use the static Get method to call this.
- </summary>
- <param name="setMaterialName">
- Name for this content object, should not contain any path, project,
- scene or any special character! If this is empty or starts with an
- > character, we assume this is code generated content
- (e.g. ">IntroScene<" or "") and no loading will happen!
- </param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.MaterialData.#ctor">
- <summary>
- Create a default material data container. All textures are empty,
- just the default color values are used. This has also no content name.
- Use the .NET 3 style constructor to assign values easily.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.MaterialData.Load(System.IO.BinaryReader)">
- <summary>
- Load material data from binary data stream.
- </summary>
- <param name="reader">BinaryReader for reading the data</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.MaterialData.Save(System.IO.BinaryWriter)">
- <summary>
- Save material data, which consists of a bunch of strings and some
- colors plus some additional settings.
- </summary>
- <param name="writer">BinaryWriter for the stream to write into</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.MaterialData.ToString">
- <summary>
- To string
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.MaterialData.Load(Delta.ContentSystem.Content)">
- <summary>
- Native load method, will just load the xml data.
- </summary>
- <param name="alreadyLoadedNativeData">
- The first instance that has already loaded the required content data
- of this content class or just 'null' if there is none loaded yet (or
- anymore).
- </param>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.ImageData">
- <summary>
- Helper class for accessing image content, which is needed in the Texture
- class (but it can also be used in other places when loading images).
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageData.Get(System.String)">
- <summary>
- Get and load content based on the content name. This method makes sure
- we do not load the same content twice (the constructor is protected).
- </summary>
- <param name="contentName">Content name we want to load, this is
- passed onto the Content System, which will do the actual loading with
- help of the Load method in this class.</param>
- <returns>The loaded Content object, always unique for the same
- name, this helps comparing data.</returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageData.GetAllContentNames">
- <summary>
- Get list of all image content names available in the current project.
- </summary>
- <returns>List of all image content names</returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageData.#ctor(System.String)">
- <summary>
- Create a base texture, just makes sure we use the image content type.
- Use the static Get method to call this.
- </summary>
- <param name="setImageName">Set image name</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageData.ToString">
- <summary>
- To string, will display the image name and some extra data.
- </summary>
- <returns>
- A <see cref="T:System.String"/> that represents this ImageData instance
- with the content name, pixel size, blend mode and uv meta data.
- </returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageData.Load(Delta.ContentSystem.Content)">
- <summary>
- Load texture content data. This method does not load the content yet,
- it only provides the common functionality for all derived classes that
- actually contain the image data. No loading happens here (it all
- happens in Texture), we can obviously clone all ImageDatas with the
- same name as they are not loaded here.
- </summary>
- <param name="alreadyLoadedNativeData">If we already have native data
- loaded, clone it from this instance. Only used if not null. Please
- note that this is only used for other objects that had the same
- RawFileId and are already loaded and returned true for this method.
- </param>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageData.PixelSize">
- <summary>
- The size of the image in pixels (NOT in quadratic space and also NOT
- necessarily the size of the real bitmap from disk, which might be
- an atlas texture that is much bigger than this image size).
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageData.BlendMode">
- <summary>
- Blend mode used for this image, set in constructor and can't be
- changed. This is important for the MaterialManager sorting logic!
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageData.UseLinearFiltering">
- <summary>
- Helper property to determinate if we need to enable filtering for
- rendering this image (usually in a shader). True is the default and
- means we are going to use Trilinear filtering, false means no
- filtering, which is often called Nearest or Point filtering.
- Note: For fonts and the default image (4x4 pixels) this is
- automatically set to false for more accurate and sharp rendering.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageData.AllowTiling">
- <summary>
- Allow tiling for this texture? By default this is off and using this
- prevents us from using atlas textures and many optimizations, so it
- should be avoided as much as possible.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageData.UV">
- <summary>
- The texture coordinates of this image. Normally (0, 0, 1, 1)
- But necessary when using atlas textures (what we are mostly doing).
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageData.InnerDrawArea">
- <summary>
- Helper for the inner rectangle for rendering, which will reduce any
- draw rectangle by this to make it fit in case there were empty pixels
- around this image.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageData.AtlasFileId">
- <summary>
- Atlas file id, needed to compare for atlas textures. Each content file
- with the same PlatformFileId will use the same native texture object
- (sharing it with all the other content entries using the same atlas).
- By comparing this we can quickly group all rendering by atlas textures
- to make best use of draw call batching and speeding up the rendering.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageData.IsCubeMap">
- <summary>
- Is this image data for a cube map texture? Usually off.
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.Helpers.EmitterData">
- <summary>
- Emitter data class, used for EffectData, which just contains a list of
- emitters. Please note that this class can be derived for additional
- functionality and each of the modifiers stored here can also be
- any class using the IEffectModifier interface.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.#ctor">
- <summary>
- Create a new emitter data instance.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.Load(System.IO.BinaryReader)">
- <summary>
- Load the emitter data and all the modifiers.
- </summary>
- <param name="reader">BinaryReader for reading the data</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.Save(System.IO.BinaryWriter)">
- <summary>
- Save the emitter data and all the modifiers.
- </summary>
- <param name="writer">BinaryWriter for the stream to write into</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.ToString">
- <summary>
- To string helper method to print out the name of this emitter instance.
- </summary>
- <returns>String representing this EmitterData instance (name)</returns>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.Helpers.EmitterData.Name">
- <summary>
- The name of the Emitter.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.Helpers.EmitterData.Modifiers">
- <summary>
- The list of modifiers for this emitter.
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.ImageAnimationData">
- <summary>
- Helper class for accessing image animations, which is just a collection
- of images, but with all important meta data for them. All images are
- just children and can be accessed easily with this class.
- <para />
- Please note that Image Animations just contain images and have no data
- own their own (just meta data).
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.Get(System.String)">
- <summary>
- Get and load content based on the content name. This method makes sure
- we do not load the same content twice (the constructor is protected).
- </summary>
- <param name="contentName">Content name we want to load, this is
- passed onto the Content System, which will do the actual loading with
- help of the Load method in this class.</param>
- <returns>The loaded Content object, always unique for the same
- name, this helps comparing data.</returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.#ctor(System.String)">
- <summary>
- Create image animation instance, which just holds some meta data and
- the list of images for this animation (see Images property).
- Use the static Get method to call this.
- </summary>
- <param name="setImageAnimationName">
- Name for this content object, should not contain any path, project,
- scene or any special character! If this is empty or starts with an
- > character, we assume this is code generated content
- (e.g. ">IntroScene<" or "") and no loading will happen!
- </param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.ToString">
- <summary>
- To string, will display the image animation images list.
- </summary>
- <returns>
- A <see cref="T:System.String"/> that represents this ImageAnimationData
- instance with the list of image names.
- </returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.Load(Delta.ContentSystem.Content)">
- <summary>
- Load animated image content data, will just set the Images property.
- </summary>
- <param name="alreadyLoadedNativeData">
- Ignored here, can't be cloned.
- </param>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.Images">
- <summary>
- List of images that are children to this ImageAnimation content node.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.AnimationSpeed">
- <summary>
- Animation speed in FPS. 30 means we got 30 animations per second, 12
- means we only have 12 animations that are played per second (default).
- Used for 2D animated image sequences, but also for 3D Models using
- animations. The default value is 30 and usually used for all animated
- content unless it is optimized for 15 fps or less to save memory.
- Note: Not used if each of the images has its own AnimationLengthInMs!
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.AnimationIndicesAndMs">
- <summary>
- Animation frame indices and their lengths in milliseconds for whatever
- crazy animation logic you want to build. Usually unused (0), but if
- this is used for all animated images in a sequence, you can control
- how quickly each part of the animation is played back. You are not
- forced to play the animation in order and you can repeat frames as
- many times as you like and make the animation as long as you want (see
- TotalAnimationLengthMs). AnimationSpeed (see above) is also ignored,
- you need to set each of these frame length times yourself.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.PixelSize">
- <summary>
- Size of the images in this animation in pixels. Each animation image
- can have its own PixelSize, but this is the important size used for
- displaying this image animation (children can be bigger or smaller).
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.BlendMode">
- <summary>
- Blend mode used for all images, set in data and can't be changed.
- This is important for the MaterialManager sorting logic!
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.UseLinearFiltering">
- <summary>
- Helper property to determinate if we need to enable filtering for
- rendering this images (usually in a shader). True is the default and
- means we are going to use Trilinear filtering, false means no
- filtering, which is often called Nearest or Point filtering.
- Note: For fonts and the default image (4x4 pixels) this is
- automatically set to false for more accurate and sharp rendering.
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.Helpers.IEffectModifier">
- <summary>
- Interface for the effect modifiers, which all implement ISaveLoadBinary.
- We currently use the interface because the Modifier itself shouldn't
- be in the here (in Delta.ContentSystem) and especially not the Particle
- struct which is needed in the Base Modifier class.
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.FontData">
- <summary>
- That class takes care about the correct loading of the requested bitmap
- font based on the given parameters in the constructor. The font bitmap
- textures itself (font maps) will be created by the FontGenerator of the
- ContentServer.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.FontData.MinFontSize">
- <summary>
- The minimal size (in points) that a font is allowed to have.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.FontData.MaxFontSize">
- <summary>
- The maximal size (in points) that a font is allowed to have.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.FontData.NoChar">
- <summary>
- Helper constant to initialize the "char" variables
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.FontData.FallbackChar">
- <summary>
- The fallback character which is used if a character isn't supported by
- a font.
- </summary>
- <remarks>
- Is used for parsing a text.
- </remarks>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.Get(System.String)">
- <summary>
- Get and load content based on the content name. This method makes sure
- we do not load the same content twice (the constructor is protected).
- </summary>
- <param name="contentName">Content name we want to load, this is
- passed onto the Content System, which will do the actual loading with
- help of the Load method in this class.</param>
- <returns>The loaded Content object, always unique for the same
- name, this helps comparing data.</returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.Get(System.String,System.Int32,Delta.Utilities.Graphics.FontStyle)">
- <summary>
- Get or load a font without the content name, but instead by searching
- for all the meta data: Font Family Name, Font Size and Font Style.
- Please note that other values like Font Tracking is ignored, you have
- to use the Get(contentName) overload for that.
- <para />
- This method will always return a font. If just a style or size was not
- found a content entry with the same font family is returned. If that
- is also not found the default font is returned (which is part of each
- project because the Engine content is always available as fallback
- content).
- </summary>
- <param name="fontFamilyName">Font family name (like "Verdana",
- "Arial", etc.).</param>
- <param name="fontSize">Font size (like 9pt, 12pt, 24pt, etc.).</param>
- <param name="fontStyle">Font style flags (bold, italic, sharp, etc.)
- </param>
- <returns>The loaded FontData content object. If this content was loaded
- before the same copy is used again.</returns>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.FontData.ResolutionFonts">
- <summary>
- Font content entries can either be concrete font settings with an
- xml file for all the glyph data or just a parent entry with children
- that contain the resolution specific font data (4 children for the 4
- default resolutions, see Font.DetermineBestFont, which switches fonts
- at 480x320, 800x480, 1024x768 and 1920x1080).
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.FontData.glyphDictionary">
- <summary>
- Dictionary of each unicode character we have in the font maps and can
- use for drawing.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.FontData.defaultData">
- <summary>
- Default data
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.FontData.kernDictionary">
- <summary>
- Character spacing with kerning dictionary, which tells us how much
- spacing is needed between two characters. Most character combinations
- have no extra values in here, but some have (like W, I, etc.)
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.#ctor(System.String)">
- <summary>
- Creates a font from the content data. All font data is stored in xml
- files (in the Fonts content directory). Will also load all bitmaps
- required for this font.
- </summary>
- <param name="contentName">Font content name to load. If this is empty
- no content will be loaded (just fallback data will be set).</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.GetGlyphDrawInfos(System.String,System.Single,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment)">
- <summary>
- Return the draw info of all glyphs that are needed to show the text
- on the screen (in pixel space).
- <para/>
- ASCII reference:
- http://www.tcp-ip-info.de/tcp_ip_und_internet/ascii.htm
- <para/>
- Note: The glyph info exists as single array but the data itself
- represents the text inclusive line breaks, so in other words the
- several text lines are "flattened" to a single-dimensioned array.
- </summary>
- <param name="text">Text</param>
- <param name="lineSpacing">Line spacing</param>
- <param name="textAlignment">Horizontal text alignment mode</param>
- <returns>
- List of GlyphDrawInfos ready for drawing.
- </returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.GetGlyphDrawInfos(System.String,System.Single,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,System.Boolean,System.Boolean,Delta.Utilities.Datatypes.Size@)">
- <summary>
- Return the draw info of all glyphs that are needed to show the text
- on the screen (in pixel space).
- <para/>
- ASCII reference:
- http://www.tcp-ip-info.de/tcp_ip_und_internet/ascii.htm
- <para/>
- Note: The glyph info exists as single array but the data itself
- represents the text inclusive line breaks, so in other words the
- several text lines are "flattened" to a single-dimensioned array.
- </summary>
- <param name="text">Text</param>
- <param name="lineSpacing">Line spacing</param>
- <param name="textAlignment">Horizontal text alignment mode</param>
- <param name="isClippingOn">Is clipping check required</param>
- <param name="maxTextSize">Max. available size in Pixel Space</param>
- <param name="isWordWrapOn">
- Indicates if the words of the given text should be wrapped or clipped
- (if enabled) at the end of a text line.
- </param>
- <returns>
- List of GlyphDrawInfos ready for drawing.
- </returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.ToString">
- <summary>
- To String method, will just extend the Content.ToString method by
- some extra font meta information.
- </summary>
- <returns>A info string about this object instance.</returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.Load(Delta.ContentSystem.Content)">
- <summary>
- Native load method, will just load the xml data.
- </summary>
- <param name="alreadyLoadedNativeData">
- The first instance that has already loaded the required content data
- of this content class or just 'null' if there is none loaded yet (or
- anymore).
- </param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.ParseText(System.String)">
- <summary>
- Parses the given text by analyzing every character to decide if the
- current is supported or not. Every character that is not drawable will
- be replaced by the "fallback character" (or skipped if the font doesn't
- support even that). Addtionally by checking the characters also (every
- tyoe of) line breaks will be detected and teh text splitted by them.
- </summary>
- <param name="text">Text</param>
- <remarks>
- This method has no validation checks because every caller makes already
- sure that the text is valid.
- </remarks>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.GetTextLines(System.String,System.Single,Delta.Utilities.Datatypes.Size,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment,System.Boolean,System.Boolean,System.Collections.Generic.List{System.Single}@,System.Single@)">
- <summary>
- Gets the single text lines of multi line text by determining the line
- breaks. Each of the detected text line will be represented as a list of
- chars whereby only "known" characters will be listed here or at least
- represented by a question mark. All other characters will skipped and
- logged out.
- </summary>
- <remarks>
- This method will also handle clipping and word-wrapping.
- </remarks>
- <param name="text">Text</param>
- <param name="lineSpacing">Line spacing</param>
- <param name="maxTextSize">Maximum text size</param>
- <param name="textAlignment">Text alignment</param>
- <param name="isClippingOn">Is clipping on</param>
- <param name="isWordWrapOn">Is word wrap on</param>
- <param name="textlineWidths">Textline widths</param>
- <param name="maxTextlineWidth">Maximum textline width</param>
- <returns>
- The list of final text lines where the words contains only allowed
- characters.
- </returns>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.FontData.Default">
- <summary>
- The font data which is chosen by default if a concrete one is not
- available (yet). This is always Verdana, 12pt, with an outline.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.FontData.FamilyName">
- <summary>
- The family name of the font, e.g. Verdana, Consolas, etc.
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.FontData.SizeInPoints">
- <summary>
- The size of the font in points, e.g. 12, 14, etc.
- </summary>
- <returns>Int</returns>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.FontData.Style">
- <summary>
- The style how the characters will be shown, e.g. normal, bold, italic,
- etc.
- </summary>
- <returns>Font style</returns>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.FontData.Tracking">
- <summary>
- Defines the distance (in normalized percentage) which is added between
- 2 characters. This is only used for this FontData and set by the
- content system (cannot be changed by the user, unlike
- Font.TrackingMultiplier, which is just a multiplier to adjust spacing).
- <para/>
- 0.0 means no additional space (default)
- <para/>
- 1.0 means 100% of the AdvanceWidth of the character as additional space
- to the right.
- <para/>
- -1.0 means 100% of the AdvanceWidth of the character as "reverse" space
- to the left.
- </summary>
- <returns>Int</returns>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.FontData.LineHeight">
- <summary>
- The height of the font in pixel space based on the set font size.
- <para/>
- CAUTION: That is not the final height of the font on the screen!
- </summary>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.FontData.FontMapNames">
- <summary>
- The list of the names of font maps where all characters are stored.
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.FontData.FontDataTests">
- <summary>
- Tests
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTestFont">
- <summary>
- Get font data which is used for all tests where the tests values are
- tweaked for.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.LoadDefaultFontData">
- <summary>
- Load default font data
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.ParseTextLines">
- <summary>
- Parse text lines
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTextLines">
- <summary>
- Get text lines
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTextlineWrapped">
- <summary>
- Get text line wrapped
- </summary>
- Caution: For this unit test are the following modules required:
- - Graphic
- - Platforms.IWindow
- - ContentManager.Client
- </member>
- <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetGlyphDrawInfos">
- <summary>
- Get glyph draw infos
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.ModelData">
- <summary>
- Model data class, which combines a list of meshes and a list of mesh
- animations. Because models can have multiple meshes and animations they
- should be used for more complex 3d data. If you only need a static mesh
- just use the Mesh class, which is better optimized and can be used for
- level geometry with lots of extra optimizations and mesh merging than
- possibly than rendering everything as models.
- <para />
- Please note that Models just contain meshes and animations and have no
- data own their own (just meta data).
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ModelData.Get(System.String)">
- <summary>
- Get and load content based on the content name. This method makes sure
- we do not load the same content twice (the constructor is protected).
- </summary>
- <param name="contentName">Content name we want to load, this is
- passed onto the Content System, which will do the actual loading with
- help of the Load method in this class.</param>
- <returns>The loaded Content object, always unique for the same
- name, this helps comparing data.</returns>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.ModelData.Meshes">
- <summary>
- List of meshes to be used for this model. Often is just one mesh.
- Please note that we also will load and link up the animations inside
- of each mesh (see load method below), this way it is easier to manage.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ModelData.#ctor">
- <summary>
- Create model data object with no data in it. Just add stuff to the
- Meshes and Animations fields.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ModelData.#ctor(System.String)">
- <summary>
- Create mesh animation data by loading it from content, see Load below.
- Use the static Get method to call this.
- </summary>
- <param name="contentName">Name of the content.</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ModelData.ToString">
- <summary>
- To string, will display the model name with the meshes in it (plus
- optionally their animations if they have those).
- </summary>
- <returns>
- A <see cref="T:System.String"/> that represents this ModelData
- instance with the list of mesh names.
- </returns>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.ModelData.Load(Delta.ContentSystem.Content)">
- <summary>
- Native load method, will just load meshes and animations contained in
- this content type (models have no data on their own).
- </summary>
- <param name="alreadyLoadedNativeData">Ignored here, can't be cloned.
- </param>
- </member>
- <member name="P:Delta.ContentSystem.Rendering.ModelData.InitialScale">
- <summary>
- Provides the initial scale value as provided by the content meta data.
- Usually 1.0f, which means rendering is done normally. If this value is
- different the content model will be scaled accordingly (should rarely
- be needed, scaling has obviously performance impacts, it is currently
- also ignored for most content types including meshes).
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.Helpers.Glyph">
- <summary>
- Info for each glyph in the font, used for FontData to store all glyph
- data. Glyphs are characters and their information on where it is found
- in a texture, only needed in the Font and FontGenerator classes.
- </summary>
- <remarks>
- Based on Benjamin Nitschke's older BitmapFont class for XNA,
- which was based on the XNAExtras project from Gary Kacmarcik
- (garykac@microsoft.com), more information can be found at:
- http://blogs.msdn.com/garykac/articles/749188.aspx
- If you want to know more details about creating bitmap fonts in XNA,
- how to generate the bitmaps and more details about using it, please
- check out the following links:
- http://blogs.msdn.com/garykac/archive/2006/08/30/728521.aspx
- http://blogs.msdn.com/garykac/articles/732007.aspx
- http://www.angelcode.com/products/bmfont/
- </remarks>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.FontMapId">
- <summary>
- Font map number (starts with 0) in case we need multiple images for
- this font (the bigger the font is and the more characters we got in
- there, the more important this gets). Links to the materialList in
- the Font class (which loads the font maps via the Material, which has
- images that are loaded from our font maps)!
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.UV">
- <summary>
- TODO: Change description
- UV Rectangle (in Pixels) used for drawing this character. Includes
- the position and size obviously. We should not use atlas textures
- because fonts are already atlases and we can directly use this UVs
- for drawing.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.AdvanceWidth">
- <summary>
- Advance width (in pixels) for this character. This is the ruff offset
- we have to move to the right after drawing the character. The
- precise width has to be calculated with this the glyph distance from
- the kerning (see the Font class).
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.LeftSideBearing">
- <summary>
- Left side bearing (in pixels) is used to offset this character to the
- left. This means that rendering starts earlier than the currently
- specified pixel position to make sure the text looks right on the
- screen. Often unused and just 0, but sometimes has negative values.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.RightSideBearing">
- <summary>
- Right side bearing (in pixels) is used to offset this character to the
- right. This means that rendering starts earlier than the currently
- specified pixel position to make sure the text looks right on the
- screen. Often unused and just 0, but sometimes has negative values.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.FontMapUV">
- <summary>
- TODO: Change description
- Precomputed font map UVs. Not stored in the Xml font file because we
- can easily generate them at load time (just divide the UV by the image
- size).
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.Kernings">
- <summary>
- That dictionary contains the amount of extra distances offsets between
- the current character to any other one. But usually there are only some
- few cases like combinations with 'W', 'I', and other big or small
- glyph's. Mostly the is no need for an extra distance offset to other
- characters.
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.Glyph.GetDrawWidth(System.Char,System.Single)">
- <summary>
- Gets the (to fully pixel rounded) drawing width of the glyph based on
- the previous one.
- </summary>
- <param name="nextChar">Next char</param>
- <param name="trackingPercentage">Tracking percentage</param>
- <returns>Draw width</returns>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.Helpers.BoneData">
- <summary>
- Helper class to store one bone entry for animated 3D models,
- this is not directly a content class, but used for MeshData and is
- also important for AnimationData, which keeps all the animated matrices.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.CurrentVersion">
- <summary>
- Version number for this MeshData. If this goes above 1, we need
- to support loading older versions as well. Saving is always going
- to be the latest version (this one).
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.Id">
- <summary>
- Id
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.Name">
- <summary>
- Name
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.InverseTransformMatrix">
- <summary>
- The inverse bone skin matrix
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.ParentId">
- <summary>
- Parent id
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.ChildrenIds">
- <summary>
- Children ids
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.#ctor">
- <summary>
- Create bone data
- </summary>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.#ctor(System.IO.BinaryReader)">
- <summary>
- Create bone data
- </summary>
- <param name="dataReader">Data reader</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.Load(System.IO.BinaryReader)">
- <summary>
- Load bone data (mostly all the matrices and their relationship).
- </summary>
- <param name="reader">Reader</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.Save(System.IO.BinaryWriter)">
- <summary>
- Save bone date (mostly all the matrices and their relationship).
- </summary>
- <param name="dataWriter">Data writer</param>
- </member>
- <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.ToString">
- <summary>
- To string
- </summary>
- </member>
- <member name="T:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames">
- <summary>
- Defines the names of all uniforms that we support (with properties) in
- all shaders by the directly by the engine. Every else uniform needs to
- be handled by the project code itself. Please note that most shaders
- are very simple and only have very few pixel shader instructions
- because we need to optimize as much as possible on most mobile
- devices. There are some complex shaders however for special effects,
- skinning, water, fog or even using multiple lights or shadow mapping.
- On faster hardware these can be used to archive great effects.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.World">
- <summary>
- Global matrices, important for transforming vertices in the vertex
- shader. We only use optimized matrices, more are not supported!
- Set in Set2DRenderMatrix and Set3DRenderMatrix.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ViewInverse">
- <summary>
- Global matrices, important for transforming vertices in the vertex
- shader. We only use optimized matrices, more are not supported!
- Set in Set2DRenderMatrix and Set3DRenderMatrix.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.WorldViewProj">
- <summary>
- Global matrices, important for transforming vertices in the vertex
- shader. We only use optimized matrices, more are not supported!
- Set in Set2DRenderMatrix and Set3DRenderMatrix.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SkinnedMatrices">
- <summary>
- For skinned meshes, this are all the bone matrices, which are
- updated by the app for each animated meshes and will be applied to
- all skinned vertices in the vertex shader (if shaders are possible).
- Set in Set3DRenderMatrix.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.Time">
- <summary>
- Time for animated shaders, rarely used however. Also set in
- Set2DRenderMatrix and Set3DRenderMatrix.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DiffuseMap">
- <summary>
- All the material data. Please note that many of these are not used
- in most shaders, e.g. DirectionalTextured just has DiffuseMap and
- the LightDirection plus global matrices, that's it, the rest is
- constant! It is faster and easier to merge materials if the shader
- uses constants and thus all materials rendered with them are
- basically the same, they only differ in the DiffuseMap, which is
- quickly checked.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DetailMap">
- <summary>
- Detail map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SpecularMap">
- <summary>
- Specular map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.HeightMap">
- <summary>
- Height map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.NormalMap">
- <summary>
- Normal map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.LightMap">
- <summary>
- Light map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SkyCubeMap">
- <summary>
- Sky cube map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ReflectionCubeMap">
- <summary>
- Reflection cube map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShaderLutTexture">
- <summary>
- Shader lut texture for optimizations
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMap">
- <summary>
- Shadow map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.AmbientColor">
- <summary>
- Global ambient color.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DiffuseColor">
- <summary>
- Diffise color.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DirectionalLightDirection">
- <summary>
- Extra data for light shaders, this usually slows down pixel shaders
- a lot, so mobile shaders rarely use direct lighting. Instead we try
- to use a directional light source and light maps as much as possible.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightPosition">
- <summary>
- Point lights have a position and a radius, optionally also a color.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightRadius">
- <summary>
- Point lights have a position and a radius, optionally also a color.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightColor">
- <summary>
- Point lights have a position and a radius, optionally also a color.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoPosition">
- <summary>
- We support 0-2 lights, but this is very rare. For more lights,
- choose the 2 most dominant ones, ignore the rest or if you are
- really nice, fade them out as you get closer to other light sources.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoRadius">
- <summary>
- We support 0-2 lights, but this is very rare. For more lights,
- choose the 2 most dominant ones, ignore the rest or if you are
- really nice, fade them out as you get closer to other light sources.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoColor">
- <summary>
- We support 0-2 lights, but this is very rare. For more lights,
- choose the 2 most dominant ones, ignore the rest or if you are
- really nice, fade them out as you get closer to other light sources.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenWindowSize">
- <summary>
- Extra uniforms for post screen shaders, render-to-texture window size
- and the resulting texture are required for all post screen shaders.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenMap">
- <summary>
- Post screen map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenBorderFadeoutMap">
- <summary>
- For the last pass we can add this fadeout map to darken the borders
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenNoiseMap">
- <summary>
- Noise map
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMapTransform">
- <summary>
- For shadow mapping we got some extra uniforms. These are only used
- for shadow mapping algorithms, which is a huge pixel cost for older
- mobile devices. There stencil shadows or fake shadow blobs make
- usually more sense, however shadow mapping often looks better.
- Transformation matrix for converting world position to texture
- coordinates of the shadow map.
- </summary>
- </member>
- <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMapLightWorldViewProj">
- <summary>
- WorldViewProj of the light projection for shado