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/Dlls/Delta.ContentSystem.Rendering.xml

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   1<?xml version="1.0"?>
   2<doc>
   3    <assembly>
   4        <name>Delta.ContentSystem.Rendering</name>
   5    </assembly>
   6    <members>
   7        <member name="T:Delta.ContentSystem.Rendering.EffectData">
   8            <summary>
   9            The effect data class is the content implementation of a effect and
  10            handles all the saving and loading of an effect.
  11            Basically this class only contains a list of Emitters that is filled
  12            during loading. The further load logic is then in the EmitterData class.
  13            </summary>
  14        </member>
  15        <member name="M:Delta.ContentSystem.Rendering.EffectData.Get(System.String)">
  16            <summary>
  17            This is the only method to load XmlData content. If a content object
  18            has already been loaded, it will be returned again.
  19            </summary>
  20            <param name="contentName">Name of the Xml content to load</param>
  21            <returns>The loaded XmlData object (or fallback if it failed)</returns>
  22        </member>
  23        <member name="M:Delta.ContentSystem.Rendering.EffectData.#ctor(System.String)">
  24            <summary>
  25            Create and load new effect data. Use the static Get method to call this.
  26            </summary>
  27            <param name="setEffectName">Name of the effect.</param>
  28        </member>
  29        <member name="M:Delta.ContentSystem.Rendering.EffectData.#ctor(System.Collections.Generic.List{Delta.ContentSystem.Rendering.Helpers.EmitterData})">
  30            <summary>
  31            Create effect data from list of emitter data. Only used internally
  32            for the editors, it makes no sense to create content objects in the
  33            engine itself. You can dynamically create rendering classes like in
  34            this case a Effect class with custom emitters, but it is not a loaded
  35            EffectData content class then (the link to data will stay null in the
  36            Effect class).
  37            </summary>
  38            <param name="setEmitters">Set emitter data list</param>
  39            <exception cref="T:System.NullReferenceException">To create 'EffectData' you 
  40            have to provide a valid emitter data list!</exception>
  41        </member>
  42        <member name="M:Delta.ContentSystem.Rendering.EffectData.Load(System.IO.BinaryReader)">
  43            <summary>
  44            Load saved data back into this EffectData, usually only called from
  45            the Load method above from the Content System.
  46            </summary>
  47            <param name="reader">Reader to read the data from</param>
  48        </member>
  49        <member name="M:Delta.ContentSystem.Rendering.EffectData.Save(System.IO.BinaryWriter)">
  50            <summary>
  51            Save effect data into stream. Usually called by the tool that saves
  52            this data out (EffectEditor) or the ContentSystem for optimizations.
  53            </summary>
  54            <param name="writer">Writer for the stream to write into</param>
  55        </member>
  56        <member name="M:Delta.ContentSystem.Rendering.EffectData.Load(Delta.ContentSystem.Content)">
  57            <summary>
  58            Native load method, will just load or clone the effect data.
  59            </summary>
  60            <param name="alreadyLoadedNativeData">
  61            The first instance that has already loaded the required content data
  62            of this content class or just 'null' if there is none loaded yet (or
  63            anymore).
  64            </param>
  65        </member>
  66        <member name="P:Delta.ContentSystem.Rendering.EffectData.Emitters">
  67            <summary>
  68            List of emitters.
  69            </summary>
  70        </member>
  71        <member name="T:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo">
  72            <summary>
  73            Glyph draw info helper struct, which is used by FontData, but only
  74            really needed in Delta.Rendering.Basics.Fonts.
  75            </summary>
  76        </member>
  77        <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.DrawArea">
  78            <summary>
  79            That represents the area where the glyph (or in other words the
  80            character) will be drawn on the screen.
  81            <para/>
  82            Note: The area will be created in pixel space from the 'FontData' on
  83            the content side and will give it to the 'Font' class on the rendering
  84            side. There will the value be transformed in the quadratic space (which
  85            is the used space in the DeltaEngine for rendering) and reused for
  86            drawing calls of the 'Font' class.
  87            </summary>
  88        </member>
  89        <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.FontMapId">
  90            <summary>
  91            The ID of the font map that belongs to the font where that draw info is
  92            thought for.
  93            </summary>
  94        </member>
  95        <member name="F:Delta.ContentSystem.Rendering.Helpers.GlyphDrawInfo.UV">
  96            <summary>
  97            The final (normalized) UV coordinates for the font map related to the
  98            set 'FontMapId'.
  99            </summary>
 100        </member>
 101        <member name="T:Delta.ContentSystem.Rendering.MaterialData">
 102            <summary>
 103            Material data for loading and saving materials through the content
 104            system as part of a Model or some UI scene. The actual material is
 105            located in the Delta.Rendering module, which uses this class. This
 106            class is currently used to just load the MaterialData directly via
 107            BinaryReader (for embedded materials in models, UI scenes, etc.).
 108            There are no properties or any dynamic loading in this class.
 109            </summary>
 110        </member>
 111        <member name="F:Delta.ContentSystem.Rendering.MaterialData.VersionNumber">
 112            <summary>
 113            Version number for this MaterialData. If this goes above 1, we need
 114            to support loading older versions as well. Saving is always going
 115            to be the latest version (this one).
 116            </summary>
 117        </member>
 118        <member name="F:Delta.ContentSystem.Rendering.MaterialData.Default">
 119            <summary>
 120            Default material data, do not modify, just used as fallback data.
 121            </summary>
 122        </member>
 123        <member name="M:Delta.ContentSystem.Rendering.MaterialData.Get(System.String)">
 124            <summary>
 125            Get and load content based on the content name. This method makes sure
 126            we do not load the same content twice (the constructor is protected).
 127            </summary>
 128            <param name="contentName">Content name we want to load, this is
 129            passed onto the Content System, which will do the actual loading with
 130            help of the Load method in this class.</param>
 131            <returns>The loaded Content object, always unique for the same
 132            name, this helps comparing data.</returns>
 133        </member>
 134        <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShaderName">
 135            <summary>
 136            Link to the shader we want to use with this material as the content
 137            name. If the content cannot be found or does not exist we will output
 138            a warning and use a fallback generated shader with the help of
 139            material data that is already set (e.g. diffuse map and normal map
 140            is set, then generate a fallback shader that can handle that).
 141            </summary>
 142        </member>
 143        <member name="F:Delta.ContentSystem.Rendering.MaterialData.DiffuseMapName">
 144            <summary>
 145            Diffuse map name, almost always used (else meshes look dull). For
 146            sky cube map shaders this is used as the sky cube map texture, which
 147            even can be in HDR mode if the platform supports it. If unused this
 148            string is empty (same goes for all other strings here), but for
 149            shaders that need a diffuse map (most do), this will result in using
 150            the default fallback image for DiffuseMap (see Image.Default)!
 151            </summary>
 152        </member>
 153        <member name="F:Delta.ContentSystem.Rendering.MaterialData.NormalMapName">
 154            <summary>
 155            Normal map name, used for NormalMapping, only used if a normal map
 156            shader is used. Please note this image might have the red and alpha
 157            channel swapped if this is supported and wanted through shaders. This
 158            trick is used to increase quality of compressed normal maps, e.g. DXT1
 159            compresses nicely (1:6 ratio), but can look crappy for detailed normal
 160            maps, so DXT5 is used instead (1:4 ratio still) with R and A swapped.
 161            </summary>
 162        </member>
 163        <member name="F:Delta.ContentSystem.Rendering.MaterialData.SpecularMapName">
 164            <summary>
 165            Specular map name. Gloss (specular map) mapping effect for a 
 166            directional or point light shaders.
 167            </summary>
 168        </member>
 169        <member name="F:Delta.ContentSystem.Rendering.MaterialData.HeightMapName">
 170            <summary>
 171            Height map name, this is usually used for parallax effects and
 172            usually a reduced texture because we don't need much precision or
 173            accuracy for parallax effects. See ShaderConstants for ParallaxHeight.
 174            </summary>
 175        </member>
 176        <member name="F:Delta.ContentSystem.Rendering.MaterialData.DetailMapName">
 177            <summary>
 178            Detail map name, this is almost a diffuse map with more details.
 179            </summary>
 180        </member>
 181        <member name="F:Delta.ContentSystem.Rendering.MaterialData.ReflectionCubeMapName">
 182            <summary>
 183            Reflection cube map name to make reflections more shiny (uses usually
 184            the same sky cube map as for the sky cube rendering via DiffuseMap)
 185            </summary>
 186        </member>
 187        <member name="F:Delta.ContentSystem.Rendering.MaterialData.LightMapName">
 188            <summary>
 189            Light map name for mesh data with light mapped images baked on top.
 190            Only used if a light map shader is used.
 191            </summary>
 192        </member>
 193        <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShaderLutTexture">
 194            <summary>
 195            Shader helper texture for pre-calculations. Usually used for 1D or 2D
 196            texture lookups for specular power and fresnel power with some extra
 197            pre-calculated data maybe (combined fresnel and specular, already
 198            applied colors, fresnel factors, etc.).
 199            </summary>
 200        </member>
 201        <member name="F:Delta.ContentSystem.Rendering.MaterialData.ShadowMapTexture">
 202            <summary>
 203            Texture used for performing shadow casting from given object.
 204            </summary>
 205        </member>
 206        <member name="F:Delta.ContentSystem.Rendering.MaterialData.Ambient">
 207            <summary>
 208            TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
 209            Ambient is usually always 0.15 (the default), many shaders even ignore
 210            this if all we want is light from light sources.
 211            </summary>
 212        </member>
 213        <member name="F:Delta.ContentSystem.Rendering.MaterialData.Diffuse">
 214            <summary>
 215            TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
 216            The diffuse color is usually always white (90% by default), but can
 217            be changed from time to time to other colors. Different diffuse colors
 218            need a extra shader pass and cannot be merged, it is much quicker to
 219            let this stay white (the default) and use colored vertices for effects
 220            or UI, which mostly use the same atlas image, but need all kind of
 221            different colors per vertex!
 222            </summary>
 223        </member>
 224        <member name="F:Delta.ContentSystem.Rendering.MaterialData.SpecularPower">
 225            <summary>
 226            TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
 227            Specular shininess power, usually defaults to DefaultShininess.
 228            Sometimes not possible on low end pixel shaders, will be optimized
 229            out or put in the vertex shader instead.
 230            </summary>
 231        </member>
 232        <member name="F:Delta.ContentSystem.Rendering.MaterialData.FresnelPower">
 233            <summary>
 234            TODO: Has currently no effect, no shader attribute exists for this yet! All pre-calculated!
 235            Fresnel power if the shader for this material does fresnel,
 236            fresnel bias is 0 (or bias in the shader) and the factor is 1.0 too.
 237            </summary>
 238        </member>
 239        <member name="M:Delta.ContentSystem.Rendering.MaterialData.#ctor(System.String)">
 240            <summary>
 241            Create a material from content, just makes sure we use the material
 242            content type, all loading happens in the Load method below.
 243            Use the static Get method to call this.
 244            </summary>
 245            <param name="setMaterialName">
 246            Name for this content object, should not contain any path, project,
 247            scene or any special character! If this is empty or starts with an
 248            &gt; character, we assume this is code generated content
 249            (e.g. "&gt;IntroScene&lt;" or "") and no loading will happen!
 250            </param>
 251        </member>
 252        <member name="M:Delta.ContentSystem.Rendering.MaterialData.#ctor">
 253            <summary>
 254            Create a default material data container. All textures are empty,
 255            just the default color values are used. This has also no content name.
 256            Use the .NET 3 style constructor to assign values easily.
 257            </summary>
 258        </member>
 259        <member name="M:Delta.ContentSystem.Rendering.MaterialData.Load(System.IO.BinaryReader)">
 260            <summary>
 261            Load material data from binary data stream.
 262            </summary>
 263            <param name="reader">BinaryReader for reading the data</param>
 264        </member>
 265        <member name="M:Delta.ContentSystem.Rendering.MaterialData.Save(System.IO.BinaryWriter)">
 266            <summary>
 267            Save material data, which consists of a bunch of strings and some
 268            colors plus some additional settings.
 269            </summary>
 270            <param name="writer">BinaryWriter for the stream to write into</param>
 271        </member>
 272        <member name="M:Delta.ContentSystem.Rendering.MaterialData.ToString">
 273            <summary>
 274            To string
 275            </summary>
 276        </member>
 277        <member name="M:Delta.ContentSystem.Rendering.MaterialData.Load(Delta.ContentSystem.Content)">
 278            <summary>
 279            Native load method, will just load the xml data.
 280            </summary>
 281            <param name="alreadyLoadedNativeData">
 282            The first instance that has already loaded the required content data
 283            of this content class or just 'null' if there is none loaded yet (or
 284            anymore).
 285            </param>
 286        </member>
 287        <member name="T:Delta.ContentSystem.Rendering.ImageData">
 288            <summary>
 289            Helper class for accessing image content, which is needed in the Texture
 290            class (but it can also be used in other places when loading images).
 291            </summary>
 292        </member>
 293        <member name="M:Delta.ContentSystem.Rendering.ImageData.Get(System.String)">
 294            <summary>
 295            Get and load content based on the content name. This method makes sure
 296            we do not load the same content twice (the constructor is protected).
 297            </summary>
 298            <param name="contentName">Content name we want to load, this is
 299            passed onto the Content System, which will do the actual loading with
 300            help of the Load method in this class.</param>
 301            <returns>The loaded Content object, always unique for the same
 302            name, this helps comparing data.</returns>
 303        </member>
 304        <member name="M:Delta.ContentSystem.Rendering.ImageData.GetAllContentNames">
 305            <summary>
 306            Get list of all image content names available in the current project.
 307            </summary>
 308            <returns>List of all image content names</returns>
 309        </member>
 310        <member name="M:Delta.ContentSystem.Rendering.ImageData.#ctor(System.String)">
 311            <summary>
 312            Create a base texture, just makes sure we use the image content type.
 313            Use the static Get method to call this.
 314            </summary>
 315            <param name="setImageName">Set image name</param>
 316        </member>
 317        <member name="M:Delta.ContentSystem.Rendering.ImageData.ToString">
 318            <summary>
 319            To string, will display the image name and some extra data.
 320            </summary>
 321            <returns>
 322            A <see cref="T:System.String"/> that represents this ImageData instance
 323            with the content name, pixel size, blend mode and uv meta data.
 324            </returns>
 325        </member>
 326        <member name="M:Delta.ContentSystem.Rendering.ImageData.Load(Delta.ContentSystem.Content)">
 327            <summary>
 328            Load texture content data. This method does not load the content yet,
 329            it only provides the common functionality for all derived classes that
 330            actually contain the image data. No loading happens here (it all
 331            happens in Texture), we can obviously clone all ImageDatas with the
 332            same name as they are not loaded here.
 333            </summary>
 334            <param name="alreadyLoadedNativeData">If we already have native data
 335            loaded, clone it from this instance. Only used if not null. Please
 336            note that this is only used for other objects that had the same
 337            RawFileId and are already loaded and returned true for this method.
 338            </param>
 339        </member>
 340        <member name="P:Delta.ContentSystem.Rendering.ImageData.PixelSize">
 341            <summary>
 342            The size of the image in pixels (NOT in quadratic space and also NOT
 343            necessarily the size of the real bitmap from disk, which might be
 344            an atlas texture that is much bigger than this image size).
 345            </summary>
 346        </member>
 347        <member name="P:Delta.ContentSystem.Rendering.ImageData.BlendMode">
 348            <summary>
 349            Blend mode used for this image, set in constructor and can't be
 350            changed. This is important for the MaterialManager sorting logic!
 351            </summary>
 352        </member>
 353        <member name="P:Delta.ContentSystem.Rendering.ImageData.UseLinearFiltering">
 354            <summary>
 355            Helper property to determinate if we need to enable filtering for
 356            rendering this image (usually in a shader). True is the default and
 357            means we are going to use Trilinear filtering, false means no
 358            filtering, which is often called Nearest or Point filtering.
 359            Note: For fonts and the default image (4x4 pixels) this is
 360            automatically set to false for more accurate and sharp rendering.
 361            </summary>
 362        </member>
 363        <member name="P:Delta.ContentSystem.Rendering.ImageData.AllowTiling">
 364            <summary>
 365            Allow tiling for this texture? By default this is off and using this
 366            prevents us from using atlas textures and many optimizations, so it
 367            should be avoided as much as possible.
 368            </summary>
 369        </member>
 370        <member name="P:Delta.ContentSystem.Rendering.ImageData.UV">
 371            <summary>
 372            The texture coordinates of this image. Normally (0, 0, 1, 1)
 373            But necessary when using atlas textures (what we are mostly doing).
 374            </summary>
 375        </member>
 376        <member name="P:Delta.ContentSystem.Rendering.ImageData.InnerDrawArea">
 377            <summary>
 378            Helper for the inner rectangle for rendering, which will reduce any
 379            draw rectangle by this to make it fit in case there were empty pixels
 380            around this image.
 381            </summary>
 382        </member>
 383        <member name="P:Delta.ContentSystem.Rendering.ImageData.AtlasFileId">
 384            <summary>
 385            Atlas file id, needed to compare for atlas textures. Each content file
 386            with the same PlatformFileId will use the same native texture object
 387            (sharing it with all the other content entries using the same atlas).
 388            By comparing this we can quickly group all rendering by atlas textures
 389            to make best use of draw call batching and speeding up the rendering.
 390            </summary>
 391        </member>
 392        <member name="P:Delta.ContentSystem.Rendering.ImageData.IsCubeMap">
 393            <summary>
 394            Is this image data for a cube map texture? Usually off.
 395            </summary>
 396        </member>
 397        <member name="T:Delta.ContentSystem.Rendering.Helpers.EmitterData">
 398            <summary>
 399            Emitter data class, used for EffectData, which just contains a list of
 400            emitters. Please note that this class can be derived for additional
 401            functionality and each of the modifiers stored here can also be
 402            any class using the IEffectModifier interface.
 403            </summary>
 404        </member>
 405        <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.#ctor">
 406            <summary>
 407            Create a new emitter data instance.
 408            </summary>
 409        </member>
 410        <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.Load(System.IO.BinaryReader)">
 411            <summary>
 412            Load the emitter data and all the modifiers.
 413            </summary>
 414            <param name="reader">BinaryReader for reading the data</param>
 415        </member>
 416        <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.Save(System.IO.BinaryWriter)">
 417            <summary>
 418            Save the emitter data and all the modifiers.
 419            </summary>
 420            <param name="writer">BinaryWriter for the stream to write into</param>
 421        </member>
 422        <member name="M:Delta.ContentSystem.Rendering.Helpers.EmitterData.ToString">
 423            <summary>
 424            To string helper method to print out the name of this emitter instance.
 425            </summary>
 426            <returns>String representing this EmitterData instance (name)</returns>
 427        </member>
 428        <member name="P:Delta.ContentSystem.Rendering.Helpers.EmitterData.Name">
 429            <summary>
 430            The name of the Emitter.
 431            </summary>
 432        </member>
 433        <member name="P:Delta.ContentSystem.Rendering.Helpers.EmitterData.Modifiers">
 434            <summary>
 435            The list of modifiers for this emitter.
 436            </summary>
 437        </member>
 438        <member name="T:Delta.ContentSystem.Rendering.ImageAnimationData">
 439            <summary>
 440            Helper class for accessing image animations, which is just a collection
 441            of images, but with all important meta data for them. All images are
 442            just children and can be accessed easily with this class.
 443            <para />
 444            Please note that Image Animations just contain images and have no data
 445            own their own (just meta data).
 446            </summary>
 447        </member>
 448        <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.Get(System.String)">
 449            <summary>
 450            Get and load content based on the content name. This method makes sure
 451            we do not load the same content twice (the constructor is protected).
 452            </summary>
 453            <param name="contentName">Content name we want to load, this is
 454            passed onto the Content System, which will do the actual loading with
 455            help of the Load method in this class.</param>
 456            <returns>The loaded Content object, always unique for the same
 457            name, this helps comparing data.</returns>
 458        </member>
 459        <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.#ctor(System.String)">
 460            <summary>
 461            Create image animation instance, which just holds some meta data and
 462            the list of images for this animation (see Images property).
 463            Use the static Get method to call this.
 464            </summary>
 465            <param name="setImageAnimationName">
 466            Name for this content object, should not contain any path, project,
 467            scene or any special character! If this is empty or starts with an
 468            &gt; character, we assume this is code generated content
 469            (e.g. "&gt;IntroScene&lt;" or "") and no loading will happen!
 470            </param>
 471        </member>
 472        <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.ToString">
 473            <summary>
 474            To string, will display the image animation images list.
 475            </summary>
 476            <returns>
 477            A <see cref="T:System.String"/> that represents this ImageAnimationData
 478            instance with the list of image names.
 479            </returns>
 480        </member>
 481        <member name="M:Delta.ContentSystem.Rendering.ImageAnimationData.Load(Delta.ContentSystem.Content)">
 482            <summary>
 483            Load animated image content data, will just set the Images property.
 484            </summary>
 485            <param name="alreadyLoadedNativeData">
 486            Ignored here, can't be cloned.
 487            </param>
 488        </member>
 489        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.Images">
 490            <summary>
 491            List of images that are children to this ImageAnimation content node.
 492            </summary>
 493        </member>
 494        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.AnimationSpeed">
 495            <summary>
 496            Animation speed in FPS. 30 means we got 30 animations per second, 12
 497            means we only have 12 animations that are played per second (default).
 498            Used for 2D animated image sequences, but also for 3D Models using
 499            animations. The default value is 30 and usually used for all animated
 500            content unless it is optimized for 15 fps or less to save memory.
 501            Note: Not used if each of the images has its own AnimationLengthInMs!
 502            </summary>
 503        </member>
 504        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.AnimationIndicesAndMs">
 505            <summary>
 506            Animation frame indices and their lengths in milliseconds for whatever
 507            crazy animation logic you want to build. Usually unused (0), but if
 508            this is used for all animated images in a sequence, you can control
 509            how quickly each part of the animation is played back. You are not
 510            forced to play the animation in order and you can repeat frames as
 511            many times as you like and make the animation as long as you want (see
 512            TotalAnimationLengthMs). AnimationSpeed (see above) is also ignored,
 513            you need to set each of these frame length times yourself.
 514            </summary>
 515        </member>
 516        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.PixelSize">
 517            <summary>
 518            Size of the images in this animation in pixels. Each animation image
 519            can have its own PixelSize, but this is the important size used for
 520            displaying this image animation (children can be bigger or smaller).
 521            </summary>
 522        </member>
 523        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.BlendMode">
 524            <summary>
 525            Blend mode used for all images, set in data and can't be changed.
 526            This is important for the MaterialManager sorting logic!
 527            </summary>
 528        </member>
 529        <member name="P:Delta.ContentSystem.Rendering.ImageAnimationData.UseLinearFiltering">
 530            <summary>
 531            Helper property to determinate if we need to enable filtering for
 532            rendering this images (usually in a shader). True is the default and
 533            means we are going to use Trilinear filtering, false means no
 534            filtering, which is often called Nearest or Point filtering.
 535            Note: For fonts and the default image (4x4 pixels) this is
 536            automatically set to false for more accurate and sharp rendering.
 537            </summary>
 538        </member>
 539        <member name="T:Delta.ContentSystem.Rendering.Helpers.IEffectModifier">
 540            <summary>
 541            Interface for the effect modifiers, which all implement ISaveLoadBinary.
 542            We currently use the interface because the Modifier itself shouldn't
 543            be in the here (in Delta.ContentSystem) and especially not the Particle
 544            struct which is needed in the Base Modifier class.
 545            </summary>
 546        </member>
 547        <member name="T:Delta.ContentSystem.Rendering.FontData">
 548            <summary>
 549            That class takes care about the correct loading of the requested bitmap
 550            font based on the given parameters in the constructor. The font bitmap
 551            textures itself (font maps) will be created by the FontGenerator of the
 552            ContentServer.
 553            </summary>
 554        </member>
 555        <member name="F:Delta.ContentSystem.Rendering.FontData.MinFontSize">
 556            <summary>
 557            The minimal size (in points) that a font is allowed to have.
 558            </summary>
 559        </member>
 560        <member name="F:Delta.ContentSystem.Rendering.FontData.MaxFontSize">
 561            <summary>
 562            The maximal size (in points) that a font is allowed to have.
 563            </summary>
 564        </member>
 565        <member name="F:Delta.ContentSystem.Rendering.FontData.NoChar">
 566            <summary>
 567            Helper constant to initialize the "char" variables
 568            </summary>
 569        </member>
 570        <member name="F:Delta.ContentSystem.Rendering.FontData.FallbackChar">
 571            <summary>
 572            The fallback character which is used if a character isn't supported by
 573            a font.
 574            </summary>
 575            <remarks>
 576            Is used for parsing a text.
 577            </remarks>
 578        </member>
 579        <member name="M:Delta.ContentSystem.Rendering.FontData.Get(System.String)">
 580            <summary>
 581            Get and load content based on the content name. This method makes sure
 582            we do not load the same content twice (the constructor is protected).
 583            </summary>
 584            <param name="contentName">Content name we want to load, this is
 585            passed onto the Content System, which will do the actual loading with
 586            help of the Load method in this class.</param>
 587            <returns>The loaded Content object, always unique for the same
 588            name, this helps comparing data.</returns>
 589        </member>
 590        <member name="M:Delta.ContentSystem.Rendering.FontData.Get(System.String,System.Int32,Delta.Utilities.Graphics.FontStyle)">
 591            <summary>
 592            Get or load a font without the content name, but instead by searching
 593            for all the meta data: Font Family Name, Font Size and Font Style.
 594            Please note that other values like Font Tracking is ignored, you have
 595            to use the Get(contentName) overload for that.
 596            <para />
 597            This method will always return a font. If just a style or size was not
 598            found a content entry with the same font family is returned. If that
 599            is also not found the default font is returned (which is part of each
 600            project because the Engine content is always available as fallback
 601            content).
 602            </summary>
 603            <param name="fontFamilyName">Font family name (like "Verdana",
 604            "Arial", etc.).</param>
 605            <param name="fontSize">Font size (like 9pt, 12pt, 24pt, etc.).</param>
 606            <param name="fontStyle">Font style flags (bold, italic, sharp, etc.)
 607            </param>
 608            <returns>The loaded FontData content object. If this content was loaded
 609            before the same copy is used again.</returns>
 610        </member>
 611        <member name="F:Delta.ContentSystem.Rendering.FontData.ResolutionFonts">
 612            <summary>
 613            Font content entries can either be concrete font settings with an
 614            xml file for all the glyph data or just a parent entry with children
 615            that contain the resolution specific font data (4 children for the 4
 616            default resolutions, see Font.DetermineBestFont, which switches fonts
 617            at 480x320, 800x480, 1024x768 and 1920x1080).
 618            </summary>
 619        </member>
 620        <member name="F:Delta.ContentSystem.Rendering.FontData.glyphDictionary">
 621            <summary>
 622            Dictionary of each unicode character we have in the font maps and can
 623            use for drawing.
 624            </summary>
 625        </member>
 626        <member name="F:Delta.ContentSystem.Rendering.FontData.defaultData">
 627            <summary>
 628            Default data
 629            </summary>
 630        </member>
 631        <member name="F:Delta.ContentSystem.Rendering.FontData.kernDictionary">
 632            <summary>
 633            Character spacing with kerning dictionary, which tells us how much
 634            spacing is needed between two characters. Most character combinations
 635            have no extra values in here, but some have (like W, I, etc.)
 636            </summary>
 637        </member>
 638        <member name="M:Delta.ContentSystem.Rendering.FontData.#ctor(System.String)">
 639            <summary>
 640            Creates a font from the content data. All font data is stored in xml
 641            files (in the Fonts content directory). Will also load all bitmaps
 642            required for this font.
 643            </summary>
 644            <param name="contentName">Font content name to load. If this is empty
 645            no content will be loaded (just fallback data will be set).</param>
 646        </member>
 647        <member name="M:Delta.ContentSystem.Rendering.FontData.GetGlyphDrawInfos(System.String,System.Single,Delta.Utilities.Datatypes.Advanced.HorizontalAlignment)">
 648            <summary>
 649            Return the draw info of all glyphs that are needed to show the text
 650            on the screen (in pixel space).
 651            <para/>
 652            ASCII reference:
 653            http://www.tcp-ip-info.de/tcp_ip_und_internet/ascii.htm
 654            <para/>
 655            Note: The glyph info exists as single array but the data itself
 656            represents the text inclusive line breaks, so in other words the
 657            several text lines are "flattened" to a single-dimensioned array.
 658            </summary>
 659            <param name="text">Text</param>
 660            <param name="lineSpacing">Line spacing</param>
 661            <param name="textAlignment">Horizontal text alignment mode</param>
 662            <returns>
 663            List of GlyphDrawInfos ready for drawing.
 664            </returns>
 665        </member>
 666        <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@)">
 667            <summary>
 668            Return the draw info of all glyphs that are needed to show the text
 669            on the screen (in pixel space).
 670            <para/>
 671            ASCII reference:
 672            http://www.tcp-ip-info.de/tcp_ip_und_internet/ascii.htm
 673            <para/>
 674            Note: The glyph info exists as single array but the data itself
 675            represents the text inclusive line breaks, so in other words the
 676            several text lines are "flattened" to a single-dimensioned array.
 677            </summary>
 678            <param name="text">Text</param>
 679            <param name="lineSpacing">Line spacing</param>
 680            <param name="textAlignment">Horizontal text alignment mode</param>
 681            <param name="isClippingOn">Is clipping check required</param>
 682            <param name="maxTextSize">Max. available size in Pixel Space</param>
 683            <param name="isWordWrapOn">
 684            Indicates if the words of the given text should be wrapped or clipped
 685            (if enabled) at the end of a text line.
 686            </param>
 687            <returns>
 688            List of GlyphDrawInfos ready for drawing.
 689            </returns>
 690        </member>
 691        <member name="M:Delta.ContentSystem.Rendering.FontData.ToString">
 692            <summary>
 693            To String method, will just extend the Content.ToString method by
 694            some extra font meta information.
 695            </summary>
 696            <returns>A info string about this object instance.</returns>
 697        </member>
 698        <member name="M:Delta.ContentSystem.Rendering.FontData.Load(Delta.ContentSystem.Content)">
 699            <summary>
 700            Native load method, will just load the xml data.
 701            </summary>
 702            <param name="alreadyLoadedNativeData">
 703            The first instance that has already loaded the required content data
 704            of this content class or just 'null' if there is none loaded yet (or
 705            anymore).
 706            </param>
 707        </member>
 708        <member name="M:Delta.ContentSystem.Rendering.FontData.ParseText(System.String)">
 709            <summary>
 710            Parses the given text by analyzing every character to decide if the
 711            current is supported or not. Every character that is not drawable will
 712            be replaced by the "fallback character" (or skipped if the font doesn't
 713            support even that). Addtionally by checking the characters also (every
 714            tyoe of) line breaks will be detected and teh text splitted by them.
 715            </summary>
 716            <param name="text">Text</param>
 717            <remarks>
 718            This method has no validation checks because every caller makes already
 719            sure that the text is valid.
 720            </remarks>
 721        </member>
 722        <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@)">
 723            <summary>
 724            Gets the single text lines of multi line text by determining the line
 725            breaks. Each of the detected text line will be represented as a list of
 726            chars whereby only "known" characters will be listed here or at least
 727            represented by a question mark. All other characters will skipped and
 728            logged out.
 729            </summary>
 730            <remarks>
 731            This method will also handle clipping and word-wrapping.
 732            </remarks>
 733            <param name="text">Text</param>
 734            <param name="lineSpacing">Line spacing</param>
 735            <param name="maxTextSize">Maximum text size</param>
 736            <param name="textAlignment">Text alignment</param>
 737            <param name="isClippingOn">Is clipping on</param>
 738            <param name="isWordWrapOn">Is word wrap on</param>
 739            <param name="textlineWidths">Textline widths</param>
 740            <param name="maxTextlineWidth">Maximum textline width</param>
 741            <returns>
 742            The list of final text lines where the words contains only allowed
 743            characters.
 744            </returns>
 745        </member>
 746        <member name="P:Delta.ContentSystem.Rendering.FontData.Default">
 747            <summary>
 748            The font data which is chosen by default if a concrete one is not
 749            available (yet). This is always Verdana, 12pt, with an outline.
 750            </summary>
 751        </member>
 752        <member name="P:Delta.ContentSystem.Rendering.FontData.FamilyName">
 753            <summary>
 754            The family name of the font, e.g. Verdana, Consolas, etc.
 755            </summary>
 756        </member>
 757        <member name="P:Delta.ContentSystem.Rendering.FontData.SizeInPoints">
 758            <summary>
 759            The size of the font in points, e.g. 12, 14, etc.
 760            </summary>
 761            <returns>Int</returns>
 762        </member>
 763        <member name="P:Delta.ContentSystem.Rendering.FontData.Style">
 764            <summary>
 765            The style how the characters will be shown, e.g. normal, bold, italic,
 766            etc.
 767            </summary>
 768            <returns>Font style</returns>
 769        </member>
 770        <member name="P:Delta.ContentSystem.Rendering.FontData.Tracking">
 771            <summary>
 772            Defines the distance (in normalized percentage) which is added between
 773            2 characters. This is only used for this FontData and set by the
 774            content system (cannot be changed by the user, unlike
 775            Font.TrackingMultiplier, which is just a multiplier to adjust spacing).
 776            <para/>
 777            0.0 means no additional space (default)
 778            <para/>
 779            1.0 means 100% of the AdvanceWidth of the character as additional space
 780            to the right.
 781            <para/>
 782            -1.0 means 100% of the AdvanceWidth of the character as "reverse" space
 783            to the left.
 784            </summary>
 785            <returns>Int</returns>
 786        </member>
 787        <member name="P:Delta.ContentSystem.Rendering.FontData.LineHeight">
 788            <summary>
 789            The height of the font in pixel space based on the set font size.
 790            <para/>
 791            CAUTION: That is not the final height of the font on the screen!
 792            </summary>
 793        </member>
 794        <member name="P:Delta.ContentSystem.Rendering.FontData.FontMapNames">
 795            <summary>
 796            The list of the names of font maps where all characters are stored.
 797            </summary>
 798        </member>
 799        <member name="T:Delta.ContentSystem.Rendering.FontData.FontDataTests">
 800            <summary>
 801            Tests
 802            </summary>
 803        </member>
 804        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTestFont">
 805            <summary>
 806            Get font data which is used for all tests where the tests values are
 807            tweaked for.
 808            </summary>
 809        </member>
 810        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.LoadDefaultFontData">
 811            <summary>
 812            Load default font data
 813            </summary>
 814        </member>
 815        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.ParseTextLines">
 816            <summary>
 817            Parse text lines
 818            </summary>
 819        </member>
 820        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTextLines">
 821            <summary>
 822            Get text lines
 823            </summary>
 824        </member>
 825        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetTextlineWrapped">
 826            <summary>
 827            Get text line wrapped
 828            </summary>
 829            Caution: For this unit test are the following modules required:
 830            - Graphic
 831            - Platforms.IWindow
 832            - ContentManager.Client
 833        </member>
 834        <member name="M:Delta.ContentSystem.Rendering.FontData.FontDataTests.GetGlyphDrawInfos">
 835            <summary>
 836            Get glyph draw infos
 837            </summary>
 838        </member>
 839        <member name="T:Delta.ContentSystem.Rendering.ModelData">
 840            <summary>
 841            Model data class, which combines a list of meshes and a list of mesh
 842            animations. Because models can have multiple meshes and animations they
 843            should be used for more complex 3d data. If you only need a static mesh
 844            just use the Mesh class, which is better optimized and can be used for
 845            level geometry with lots of extra optimizations and mesh merging than
 846            possibly than rendering everything as models.
 847            <para />
 848            Please note that Models just contain meshes and animations and have no
 849            data own their own (just meta data).
 850            </summary>
 851        </member>
 852        <member name="M:Delta.ContentSystem.Rendering.ModelData.Get(System.String)">
 853            <summary>
 854            Get and load content based on the content name. This method makes sure
 855            we do not load the same content twice (the constructor is protected).
 856            </summary>
 857            <param name="contentName">Content name we want to load, this is
 858            passed onto the Content System, which will do the actual loading with
 859            help of the Load method in this class.</param>
 860            <returns>The loaded Content object, always unique for the same
 861            name, this helps comparing data.</returns>
 862        </member>
 863        <member name="F:Delta.ContentSystem.Rendering.ModelData.Meshes">
 864            <summary>
 865            List of meshes to be used for this model. Often is just one mesh.
 866            Please note that we also will load and link up the animations inside
 867            of each mesh (see load method below), this way it is easier to manage.
 868            </summary>
 869        </member>
 870        <member name="M:Delta.ContentSystem.Rendering.ModelData.#ctor">
 871            <summary>
 872            Create model data object with no data in it. Just add stuff to the
 873            Meshes and Animations fields.
 874            </summary>
 875        </member>
 876        <member name="M:Delta.ContentSystem.Rendering.ModelData.#ctor(System.String)">
 877            <summary>
 878            Create mesh animation data by loading it from content, see Load below.
 879            Use the static Get method to call this.
 880            </summary>
 881            <param name="contentName">Name of the content.</param>
 882        </member>
 883        <member name="M:Delta.ContentSystem.Rendering.ModelData.ToString">
 884            <summary>
 885            To string, will display the model name with the meshes in it (plus
 886            optionally their animations if they have those).
 887            </summary>
 888            <returns>
 889            A <see cref="T:System.String"/> that represents this ModelData
 890            instance with the list of mesh names.
 891            </returns>
 892        </member>
 893        <member name="M:Delta.ContentSystem.Rendering.ModelData.Load(Delta.ContentSystem.Content)">
 894            <summary>
 895            Native load method, will just load meshes and animations contained in
 896            this content type (models have no data on their own).
 897            </summary>
 898            <param name="alreadyLoadedNativeData">Ignored here, can't be cloned.
 899            </param>
 900        </member>
 901        <member name="P:Delta.ContentSystem.Rendering.ModelData.InitialScale">
 902            <summary>
 903            Provides the initial scale value as provided by the content meta data.
 904            Usually 1.0f, which means rendering is done normally. If this value is
 905            different the content model will be scaled accordingly (should rarely
 906            be needed, scaling has obviously performance impacts, it is currently
 907            also ignored for most content types including meshes).
 908            </summary>
 909        </member>
 910        <member name="T:Delta.ContentSystem.Rendering.Helpers.Glyph">
 911            <summary>
 912            Info for each glyph in the font, used for FontData to store all glyph
 913            data. Glyphs are characters and their information on where it is found
 914            in a texture, only needed in the Font and FontGenerator classes.
 915            </summary>
 916            <remarks>
 917            Based on Benjamin Nitschke's older BitmapFont class for XNA,
 918            which was based on the XNAExtras project from Gary Kacmarcik
 919            (garykac@microsoft.com), more information can be found at:
 920            http://blogs.msdn.com/garykac/articles/749188.aspx
 921            If you want to know more details about creating bitmap fonts in XNA,
 922            how to generate the bitmaps and more details about using it, please
 923            check out the following links:
 924            http://blogs.msdn.com/garykac/archive/2006/08/30/728521.aspx
 925            http://blogs.msdn.com/garykac/articles/732007.aspx
 926            http://www.angelcode.com/products/bmfont/
 927            </remarks>
 928        </member>
 929        <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.FontMapId">
 930            <summary>
 931            Font map number (starts with 0) in case we need multiple images for
 932            this font (the bigger the font is and the more characters we got in
 933            there, the more important this gets). Links to the materialList in
 934            the Font class (which loads the font maps via the Material, which has
 935            images that are loaded from our font maps)!
 936            </summary>
 937        </member>
 938        <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.UV">
 939            <summary>
 940            TODO: Change description
 941            UV Rectangle (in Pixels) used for drawing this character. Includes
 942            the position and size obviously. We should not use atlas textures
 943            because fonts are already atlases and we can directly use this UVs
 944            for drawing.
 945            </summary>
 946        </member>
 947        <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.AdvanceWidth">
 948            <summary>
 949            Advance width (in pixels) for this character. This is the ruff offset
 950            we have to move to the right after drawing the character. The
 951            precise width has to be calculated with this the glyph distance from
 952            the kerning (see the Font class).
 953            </summary>
 954        </member>
 955        <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.LeftSideBearing">
 956            <summary>
 957            Left side bearing (in pixels) is used to offset this character to the
 958            left. This means that rendering starts earlier than the currently
 959            specified pixel position to make sure the text looks right on the
 960            screen. Often unused and just 0, but sometimes has negative values.
 961            </summary>
 962        </member>
 963        <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.RightSideBearing">
 964            <summary>
 965            Right side bearing (in pixels) is used to offset this character to the
 966            right. This means that rendering starts earlier than the currently
 967            specified pixel position to make sure the text looks right on the
 968            screen. Often unused and just 0, but sometimes has negative values.
 969            </summary>
 970        </member>
 971        <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.FontMapUV">
 972            <summary>
 973            TODO: Change description
 974            Precomputed font map UVs. Not stored in the Xml font file because we
 975            can easily generate them at load time (just divide the UV by the image
 976            size).
 977            </summary>
 978        </member>
 979        <member name="F:Delta.ContentSystem.Rendering.Helpers.Glyph.Kernings">
 980            <summary>
 981            That dictionary contains the amount of extra distances offsets between
 982            the current character to any other one. But usually there are only some
 983            few cases like combinations with 'W', 'I', and other big or small
 984            glyph's. Mostly the is no need for an extra distance offset to other
 985            characters.
 986            </summary>
 987        </member>
 988        <member name="M:Delta.ContentSystem.Rendering.Helpers.Glyph.GetDrawWidth(System.Char,System.Single)">
 989            <summary>
 990            Gets the (to fully pixel rounded) drawing width of the glyph based on
 991            the previous one.
 992            </summary>
 993            <param name="nextChar">Next char</param>
 994            <param name="trackingPercentage">Tracking percentage</param>
 995            <returns>Draw width</returns>
 996        </member>
 997        <member name="T:Delta.ContentSystem.Rendering.Helpers.BoneData">
 998            <summary>
 999            Helper class to store one bone entry for animated 3D models,
1000            this is not directly a content class, but used for MeshData and is
1001            also important for AnimationData, which keeps all the animated matrices.
1002            </summary>
1003        </member>
1004        <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.CurrentVersion">
1005            <summary>
1006            Version number for this MeshData. If this goes above 1, we need
1007            to support loading older versions as well. Saving is always going
1008            to be the latest version (this one).
1009            </summary>
1010        </member>
1011        <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.Id">
1012            <summary>
1013            Id
1014            </summary>
1015        </member>
1016        <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.Name">
1017            <summary>
1018            Name
1019            </summary>
1020        </member>
1021        <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.InverseTransformMatrix">
1022            <summary>
1023            The inverse bone skin matrix
1024            </summary>
1025        </member>
1026        <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.ParentId">
1027            <summary>
1028            Parent id
1029            </summary>
1030        </member>
1031        <member name="F:Delta.ContentSystem.Rendering.Helpers.BoneData.ChildrenIds">
1032            <summary>
1033            Children ids
1034            </summary>
1035        </member>
1036        <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.#ctor">
1037            <summary>
1038            Create bone data
1039            </summary>
1040        </member>
1041        <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.#ctor(System.IO.BinaryReader)">
1042            <summary>
1043            Create bone data
1044            </summary>
1045            <param name="dataReader">Data reader</param>
1046        </member>
1047        <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.Load(System.IO.BinaryReader)">
1048            <summary>
1049            Load bone data (mostly all the matrices and their relationship).
1050            </summary>
1051            <param name="reader">Reader</param>
1052        </member>
1053        <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.Save(System.IO.BinaryWriter)">
1054            <summary>
1055            Save bone date (mostly all the matrices and their relationship).
1056            </summary>
1057            <param name="dataWriter">Data writer</param>
1058        </member>
1059        <member name="M:Delta.ContentSystem.Rendering.Helpers.BoneData.ToString">
1060            <summary>
1061            To string
1062            </summary>
1063        </member>
1064        <member name="T:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames">
1065            <summary>
1066            Defines the names of all uniforms that we support (with properties) in
1067            all shaders by the directly by the engine. Every else uniform needs to
1068            be handled by the project code itself. Please note that most shaders
1069            are very simple and only have very few pixel shader instructions
1070            because we need to optimize as much as possible on most mobile
1071            devices. There are some complex shaders however for special effects,
1072            skinning, water, fog or even using multiple lights or shadow mapping.
1073            On faster hardware these can be used to archive great effects.
1074            </summary>
1075        </member>
1076        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.World">
1077            <summary>
1078            Global matrices, important for transforming vertices in the vertex
1079            shader. We only use optimized matrices, more are not supported!
1080            Set in Set2DRenderMatrix and Set3DRenderMatrix.
1081            </summary>
1082        </member>
1083        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ViewInverse">
1084            <summary>
1085            Global matrices, important for transforming vertices in the vertex
1086            shader. We only use optimized matrices, more are not supported!
1087            Set in Set2DRenderMatrix and Set3DRenderMatrix.
1088            </summary>
1089        </member>
1090        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.WorldViewProj">
1091            <summary>
1092            Global matrices, important for transforming vertices in the vertex
1093            shader. We only use optimized matrices, more are not supported!
1094            Set in Set2DRenderMatrix and Set3DRenderMatrix.
1095            </summary>
1096        </member>
1097        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SkinnedMatrices">
1098            <summary>
1099            For skinned meshes, this are all the bone matrices, which are
1100            updated by the app for each animated meshes and will be applied to
1101            all skinned vertices in the vertex shader (if shaders are possible).
1102            Set in Set3DRenderMatrix.
1103            </summary>
1104        </member>
1105        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.Time">
1106            <summary>
1107            Time for animated shaders, rarely used however. Also set in
1108            Set2DRenderMatrix and Set3DRenderMatrix.
1109            </summary>
1110        </member>
1111        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DiffuseMap">
1112            <summary>
1113            All the material data. Please note that many of these are not used
1114            in most shaders, e.g. DirectionalTextured just has DiffuseMap and
1115            the LightDirection plus global matrices, that's it, the rest is
1116            constant! It is faster and easier to merge materials if the shader
1117            uses constants and thus all materials rendered with them are
1118            basically the same, they only differ in the DiffuseMap, which is
1119            quickly checked.
1120            </summary>
1121        </member>
1122        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DetailMap">
1123            <summary>
1124            Detail map
1125            </summary>
1126        </member>
1127        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SpecularMap">
1128            <summary>
1129            Specular map
1130            </summary>
1131        </member>
1132        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.HeightMap">
1133            <summary>
1134            Height map
1135            </summary>
1136        </member>
1137        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.NormalMap">
1138            <summary>
1139            Normal map
1140            </summary>
1141        </member>
1142        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.LightMap">
1143            <summary>
1144            Light map
1145            </summary>
1146        </member>
1147        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.SkyCubeMap">
1148            <summary>
1149            Sky cube map
1150            </summary>
1151        </member>
1152        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ReflectionCubeMap">
1153            <summary>
1154            Reflection cube map
1155            </summary>
1156        </member>
1157        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShaderLutTexture">
1158            <summary>
1159            Shader lut texture for optimizations
1160            </summary>
1161        </member>
1162        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMap">
1163            <summary>
1164            Shadow map
1165            </summary>
1166        </member>
1167        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.AmbientColor">
1168            <summary>
1169            Global ambient color.
1170            </summary>
1171        </member>
1172        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DiffuseColor">
1173            <summary>
1174            Diffise color.
1175            </summary>
1176        </member>
1177        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.DirectionalLightDirection">
1178            <summary>
1179            Extra data for light shaders, this usually slows down pixel shaders
1180            a lot, so mobile shaders rarely use direct lighting. Instead we try
1181            to use a directional light source and light maps as much as possible.
1182            </summary>
1183        </member>
1184        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightPosition">
1185            <summary>
1186            Point lights have a position and a radius, optionally also a color.
1187            </summary>
1188        </member>
1189        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightRadius">
1190            <summary>
1191            Point lights have a position and a radius, optionally also a color.
1192            </summary>
1193        </member>
1194        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightColor">
1195            <summary>
1196            Point lights have a position and a radius, optionally also a color.
1197            </summary>
1198        </member>
1199        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoPosition">
1200            <summary>
1201            We support 0-2 lights, but this is very rare. For more lights,
1202            choose the 2 most dominant ones, ignore the rest or if you are
1203            really nice, fade them out as you get closer to other light sources.
1204            </summary>
1205        </member>
1206        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoRadius">
1207            <summary>
1208            We support 0-2 lights, but this is very rare. For more lights,
1209            choose the 2 most dominant ones, ignore the rest or if you are
1210            really nice, fade them out as you get closer to other light sources.
1211            </summary>
1212        </member>
1213        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PointLightTwoColor">
1214            <summary>
1215            We support 0-2 lights, but this is very rare. For more lights,
1216            choose the 2 most dominant ones, ignore the rest or if you are
1217            really nice, fade them out as you get closer to other light sources.
1218            </summary>
1219        </member>
1220        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenWindowSize">
1221            <summary>
1222            Extra uniforms for post screen shaders, render-to-texture window size
1223            and the resulting texture are required for all post screen shaders.
1224            </summary>
1225        </member>
1226        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenMap">
1227            <summary>
1228            Post screen map
1229            </summary>
1230        </member>
1231        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenBorderFadeoutMap">
1232            <summary>
1233            For the last pass we can add this fadeout map to darken the borders
1234            </summary>
1235        </member>
1236        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.PostScreenNoiseMap">
1237            <summary>
1238            Noise map
1239            </summary>
1240        </member>
1241        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMapTransform">
1242            <summary>
1243            For shadow mapping we got some extra uniforms. These are only used
1244            for shadow mapping algorithms, which is a huge pixel cost for older
1245            mobile devices. There stencil shadows or fake shadow blobs make
1246            usually more sense, however shadow mapping often looks better.
1247            Transformation matrix for converting world position to texture
1248            coordinates of the shadow map.
1249            </summary>
1250        </member>
1251        <member name="F:Delta.ContentSystem.Rendering.Helpers.ShaderUniformNames.ShadowMapLightWorldViewProj">
1252            <summary>
1253            WorldViewProj of the light projection for shado