/Dlls/Delta.Utilities.Graphics.xml
# · XML · 1290 lines · 1290 code · 0 blank · 0 comment · 0 complexity · de31d73dd12fb8811621d5dd7b8468d4 MD5 · raw file
- <?xml version="1.0"?>
- <doc>
- <assembly>
- <name>Delta.Utilities.Graphics</name>
- </assembly>
- <members>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature">
- <summary>
- Skinning shader feature
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature">
- <summary>
- Interface for all ShaderFeatures.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.#ctor">
- <summary>
- Create skinning shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create skinning shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature">
- <summary>
- Fresnel shader feature
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.FresnelPower">
- <summary>
- Fresnel power.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.FresnelFactor">
- <summary>
- Fresnel factor.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.#ctor">
- <summary>
- Create fresnel shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create fresnel shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature">
- <summary>
- Fog shader feature
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogColor">
- <summary>
- The ShaderParameters array should contain: FogColor, FogStart and
- FogEnd. This does not mean those variables are used as shader uniforms,
- they are usually constant and can be used for both fixed function
- pipeline code and for shader code. Adds 4-5 vertex shader instructions
- and 2 pixel shader instructions (lerp is costly, but required).
- Note: Currently only the FogColor is used in the shader, the rest
- is baked as constants into it (faster because we don't need to
- calculate FogEnd-FogStart and it makes more sense to have the same
- values for all shaders anyway).
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogStart">
- <summary>
- The default fog start distance is 10m, everything closer will also
- get a little of the FogColor, see MinimumFogValue.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogEnd">
- <summary>
- Maximum distance for the fog, here the fog is at full intensity (see
- MaximumFogValue). Should be synced up with BaseCamera.FarPlane, which
- is currently 75.0 for the SoulCraft Tech Demo.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.MinimumFogValue">
- <summary>
- Minimum fog value that gets mixed in for each pixel in the pixel
- shader. This value is currently pretty high (0.15 like the default
- ambient color) to color all pixels a little in the fog color to
- colorize everything in the scene with this fog color to fit together
- better.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.MaximumFogValue">
- <summary>
- Maximum fog value, does not have to be 1.0, the default value for
- this is 0.9, which means fog is never at 100%. There will always be
- a little bit of the original pixel shader color visible.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.#ctor">
- <summary>
- Create fog shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create fog shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature">
- <summary>
- ParallaxMap shader feature
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.ParallaxAmount">
- <summary>
- Parallax mapping is usually used in combination with normal mapping,
- but you can use it own its own. It needs an extra height map (usually
- just the light map or normal map extra alpha color channel) for even
- cooler depth effects on the texture. Adds about 2 instructions, but
- even if that overhead is ok, also additional work at the artist side
- is needed, not only to create the extra height/bump map, but also to
- fine tune the parallax amount to look nice. The height map should be
- as blurry as possible, high variations will cause parallax glitches.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.#ctor">
- <summary>
- Create parallax shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create parallax shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature">
- <summary>
- Water shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.#ctor">
- <summary>
- Create water shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create water shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature">
- <summary>
- Dynamic directional lighting shader feature
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.DirectionalLightDirection">
- <summary>
- Direction of the directional light.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.#ctor">
- <summary>
- Create basic shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create basic shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature">
- <summary>
- Basic shader feature
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.DiffuseMap">
- <summary>
- Diffuse map, is always set except when ShaderFeatureFlags.NoTexturing
- is set (then we don't want a diffuse map and this setting is ignored).
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.#ctor">
- <summary>
- Create basic shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create basic shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature">
- <summary>
- Light map shader feature
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.LightMap">
- <summary>
- LightMap, is always set except when ShaderFeatureFlags.NoTexturing is
- set (then we don't want a diffuse map and this setting is ignored).
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.#ctor">
- <summary>
- Create light map shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create light map shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature">
- <summary>
- Detail mapping shader feature
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.DetailMap">
- <summary>
- The Detail map is a tiled texture that is added to improve the sharpness
- especially in highly scaled textures. There is a texture on which a
- fine pattern is shown (usually this is a "noise" effect used).
- The Detail map is tiled over the terrain and this combined with a
- diffuse mal or color map.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.#ctor">
- <summary>
- Create detail map shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create detail map shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ColorBufferMode">
- <summary>
- Platform color buffer for a device. Usually RGB565 for mobile devices
- and RGBA8888 for PCs and Consoles. RGBAFloat16 or RGBAFloat32 can also
- be used for high profile PC or Console games.
- <para />
- Note: Exotic modes like RGBA4444, RGBA5551, RGB888, or RGB10A2 are not
- supported right now.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGB565">
- <summary>
- 16 bit color display bit depth. This means less colors can be displayed
- and more jaggy steps between darker and brighter shaders of the same
- color are visible. Clever artists can circumvent that by using not
- so many shades, using dither effects or have a overall more comic or
- solid color look. This is the default color depth for most mobile
- devices. Except for the iPad2 and the iPhone4 almost all of them
- only support 16 bit colors at the display anyway. For example check
- out: http://www.obsessable.com/cell-phone/apple-iphone-3g/specs/
- So using 24 or 32 bit for your frame buffer will not result in any
- better output, just worse performance. Red channel = 5 bits, Green
- channel = 6 bits and Blue channel = 5 bits. Some texture generation
- rules might also be aware of this setting and reduce or optimize
- quality to fit the output format.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBA8888">
- <summary>
- 32 bit color display bit depth. Usually only the RGB components are
- important so this color mode is usually called 24 bit because the
- last 8 bits are unused. Quality is a lot better than 16 bit, but
- since this is twice as many bits, it needs twice the memory bandwidth.
- Faster platforms have this as their default, which is even faster for
- them because memory bandwidth is not a big issue and converting to
- 16 bit can even slow you down. For slower and older mobile devices
- and especially devices that can only do 16 bit on the display anyway,
- it is much better to choose 16 bit. A developer can choose this bit
- depth if he wants more quality on devices where it makes a difference
- if he still has enough performance.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBAFloat16">
- <summary>
- Special mode for 16-bit floating point RGBA frame buffers, 16 bit
- float is also called half-float. Total size is 64 bit. Screens usually
- only have 24 bits or even only 18 bits (3*6 bits), so this mode only
- makes sense for HDR cases and high performance platforms.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBAFloat32">
- <summary>
- Special mode for 32-bit floating point RGBA frame buffers. Total size
- is 128 bit. Screens usually only have 24 bits or even only 18 bits
- (3*6 bits), so this mode only makes sense for HDR cases and high
- performance platforms.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.BlendMode">
- <summary>
- Blending presets are used for setting alpha blending operations of
- various types for producing different effects. Now set directly
- in materials because we want to sort them by blend mode too :)
- Note: Needed in Content modules already because atlas textures
- need to know about the blend modes!
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.BlendMode.Opaque">
- <summary>
- The default preset is opaque, which is the fastest blending type
- because it uses no blending obviously. Also works with AlphaTesting,
- which is decided once a material is created (then an AlphaTest shader
- will be chosen). This blend state is the default for all materials
- that have no alpha channel in the diffuseMap!
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.BlendMode.AlphaTest">
- <summary>
- Same as opaque, but use AlphaTest to discard any pixel below 0.66f
- in the alpha channel. Rendering this is faster than Translucency
- because we need no sorting and we can skip lots of pixels, which
- makes the pixel shader go faster. This is however not always true for
- mobile GPUs as discard is sometimes as expensive as actual rendering!
- Still this is a useful feature to not write to the depth buffer for
- transparent pixels thus helping with sorting.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.BlendMode.Subtractive">
- <summary>
- Subtractive rendering mode is pretty much the opposite of additive
- blending. Instead of always adding more brightness to the target
- screen pixels, this one subtracts brightness. It is usually and
- mostly only used for fake shadowing effects (blob shadows) and
- sometimes in clever combinations of particle effects.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.BlendMode.Additive">
- <summary>
- Additive blending is used to accumulate the color we already got
- on screen plus the diffuseMap * AmbientColor. This makes the result
- image brighter and should be used with care. Has the advantage that
- we do not need to sort, we can just render this out in any order
- on top of the Opaque materials and it will always look the same.
- This blend state usually has to be set by hand to a material!
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.BlendMode.Translucency">
- <summary>
- The normal version of alpha blending, which uses ambientColor.A *
- diffuseMap alpha and blends that with SrcAlpha InvDestColor (default
- alpha blending technique). This blend mode is the default for
- all materials that have an alpha channel in diffuseMap!
- Note: Only translucent images with alpha should use this blend mode.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.BlendMode.LightEffect">
- <summary>
- LightEffect, which is using a special blend mode of DestColor+One,
- which will maybe change later a bit. Basically used for light effects
- (similar to lightmap shader, but just using a lightmap, no diffuse
- texture). Needs to set by hand for lightmap materials, only a couple
- of materials even need to use this, e.g. glow, light and flare effects.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature">
- <summary>
- Use shadow map shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.#ctor">
- <summary>
- Create a shader feature for using shadow maps.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create basic shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature">
- <summary>
- Specular diffuse shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.#ctor">
- <summary>
- Create specular diffuse shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create specular diffuse shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature">
- <summary>
- No texture shader feature. This is just used to disable texturing,
- which is on by default (via BasicShaderFeature).
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.#ctor">
- <summary>
- Create basic shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create basic shader feature and load automatically
- the ShaderFeatures from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature">
- <summary>
- Specular shader feature
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.SpecularColor">
- <summary>
- Specular color is the color of highlights on a shiny surface.
- The highlights are reflections of the lights that illuminate the
- surface. For a naturalistic effect, set the specular color to the
- same color as the key light source, or make it a high-value,
- low-saturation version of the diffuse color.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.SpecularPower">
- <summary>
- A specular power refers to how much light is reflected in a mirror
- like fashion, rather than scattered randomly in a diffuse manner.
- So a mirror would have high specular power, a glossy surface some
- specular power and a matt black surface none.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.#ctor">
- <summary>
- Create specular shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.#ctor(System.IO.BinaryReader)">
- <summary>
- Create specular shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Load(System.IO.BinaryReader)">
- <summary>
- Load this ShaderFeature from a binary data stream.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Save(System.IO.BinaryWriter)">
- <summary>
- Save this ShaderFeature to a binary data stream.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.ShaderFeature">
- <summary>
- Which shader feature flag is this ShaderFeature class using?
- Important for loading this file via ShaderData.LoadShaderFeature.
- Each flag should obviously only have one class for it!
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.RequiredShaderFeatures">
- <summary>
- Which shader feature flags are required for this ShaderFeature.
- Very important for creating of a new ShaderFeature.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Parameters">
- <summary>
- Parameters as a dictionary, will be generated on the fly when
- requested.
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants">
- <summary>
- Shader constants, not only needed for the Content and as default values
- for the shader classes in Graphics, but also for the default fallback
- values for many of the shader feature classes in this namespace.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultSpecularPower">
- <summary>
- Default specular power (4 now for better fresnel, was 24 before)
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFresnelPower">
- <summary>
- Default 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.
- Note: Now in a pre-calculated lut texture, not longer a parameter!
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFresnelFactor">
- <summary>
- Default fresnel factor. Fresnel * FresnelFactor.
- Note: Now in a pre-calculated lut texture, not longer a parameter!
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultParallaxAmount">
- <summary>
- Default parallax offset amount in pixels for a 1024x1024 texture.
- 16 means that we will offset -16 to +16 pixels in the texture (which
- is a lot, you really need smooth transitions to make this look ok).
- Note: For a 2048x2048 texture it would be -32 to +32 pixels, for
- a 512x512 texture it would be -8 to +8 because the formula is always
- the same: 1024.0 / ParallaxAmount. Note: Increased a bit to 27.0f
- because now it is only used on floors, old value: 16.0f.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMinAmbientValue">
- <summary>
- Minimum ambient value.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultAlphaTestValue">
- <summary>
- Value for alpha test.
- The default value is normally 0.66.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogStart">
- <summary>
- Default fog start.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogEnd">
- <summary>
- Fog end.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMaxFogValue">
- <summary>
- Maximum fog value.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMinFogValue">
- <summary>
- Minimum fog value.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.MaxBonesCount">
- <summary>
- Maximal bones count that we can support currently = 36.
- But you can change that value dynamically via the Content Settings :)
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultAmbientColor">
- <summary>
- Default colors are 0.15 for ambient and 1.0 for diffuse and specular.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultDiffuseColor">
- <summary>
- Default diffuse color is almost white (90%)
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultSpecularColor">
- <summary>
- Default specular color is always white
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogColor">
- <summary>
- Default fog color. 133, 37, 12 + 0.075 brightness
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultShadowSize">
- <summary>
- Default shadow size. Normally 512x512. The size is useful to get
- the pixel size in shader (1.0 / 512.0).
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultShadowColor">
- <summary>
- Default shadow color. Using for the shadow map generation.
- 0.33 is pretty dark (0.5 is too weak however), 0.0 is black and
- will usually not look very well for bright scenes (only in Doom3 ^^)
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.FontStyle">
- <summary>
- Font style for the font creation process, allows us to add shadow
- to the font, create an outline, use italic or bold text plus
- specifying anti aliasing. Combine these with or and pass them to
- FontGenerator.GenerateFont, but also used for creating and loading
- fonts to make sure we got the correct style.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.Normal">
- <summary>
- Normal is probably used by most fonts, just renders the font out
- and uses anti aliasing, no bold, no italic, no shadow and no outline.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.Italic">
- <summary>
- Use italic (works only if the font has it), not used often.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.Bold">
- <summary>
- Make font bold (works only if font supports this).
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.Underline">
- <summary>
- Add underline to the font (works only if font supports this).
- Note: This may look strange with some other effects (like shadow or
- outline) because this is not supported well and probably needs some
- fixing when rending the font.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.AddShadow">
- <summary>
- Add shadow to the font, usually makes the font a little bigger
- to fit the shadow (which is just the font again painted in black
- with a 10% distance into the bottom right, rendered before the
- actual white font).
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.AddOutline">
- <summary>
- Add a black outline to the font, currently does not work well,
- especially for big fonts. Small fonts look ok. This will add some
- spacing (2px) around the font to allow an artist to add outlines
- himself if he isn't pleased with the generated texture.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.HighContrast">
- <summary>
- Increase the contrast of the font rendering to its maximum value.
- This can be used the font is too blurry otherwise. Should not be
- used with NoAntiAliasing, this would not affect SingleBitPerPixel.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.LowContrast">
- <summary>
- Decrease the contrast to a very low setting to make the font look
- more smooth. You should only use this for big fonts and if you think
- the font is too sharp. Should not be used with NoAntiAliasing,
- this would not affect SingleBitPerPixel rendering.
- Do not use together with HighContrast, then this setting will be
- ignored.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.ClearTypeAntiAliasing">
- <summary>
- Instead of using the default anti aliasing (which uses
- TextRenderingHint.AntiAliasGridFit) use
- TextRenderingHint.ClearTypeGridFit, which might produce slightly
- different results depending if the font and system support
- clear type. Sometimes produces less sharp fonts so this is not the
- default and the difference can usually be neglected.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.FontStyle.NoAntiAliasing">
- <summary>
- Disable anti aliasing (uses TextRenderingHint.SingleBitPerPixel),
- should not be necessary, even small fonts look ok with anti aliasing.
- Note: Do not use together with ClearTypeAntiAliasing, then
- this setting will be ignored (then Clear Type Anti aliasing will be
- still on, this only disables the default Anti aliasing).
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.VertexElement">
- <summary>
- Vertex element, defines the type of a vertex element, if it is
- compressed and the size occupied. See VertexFormat for details.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.MaxCompressedVertexDistance">
- <summary>
- The max. distance (in meters) that a vertex may be distant from the
- coordinate origin (because of mobile vertex compression). When
- importing 3D models this is checked and a warning will be shown if a
- vertex is farther away from the origin than 300m.
- See Position3DCompressionValue for the formula.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.Position3DCompressionValue">
- <summary>
- When converting vertex positions to shorts to store them into
- Position3DCompressed this formula is used (1/436.0f). The minimum
- resulting 3D position is -75.0f and the maximum is 75.0f. Everything
- beyond that cannot be represented as Position3DCompressed shorts, but
- since most models are only a few meters in size this should be no
- problem.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.Position2DCompressionValue">
- <summary>
- When converting vertex positions to shorts to store them into
- Position2DCompressed this formula is used (1/16384). The minimum
- valid value for shorts is -32767, divided through this constant this
- is -2.0f, the maximum value is 32768, which is +2.0f.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.ShortCompressionValue">
- <summary>
- For TextureUVCompressed we just use a simple 1/32767 formula, since
- we will only accept UVs between 0 and 1 anyway. This precision is also
- good for the bigger atlas textures we might have (up to 2k/2k).
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.SignedByteCompressionValue">
- <summary>
- For normals, tangents and binormals (colors are not normalized, they
- won't need any compression, we can just use the bytes values from
- our Color struct). So only for normalized values we use a simple
- compression formula: value * 127
- Decompress formula: value / 127
- The formula is only for values between -1 and +1.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.OpenGLPositionAttribute">
- <summary>
- OpenGL attributes are used for the shader generation and for getting
- of the attributes to set them.
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.OpenGLTexCoordAttribute">
- <summary>
- Open GL tex coord attribute
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.OpenGLNormalAttribute">
- <summary>
- Open GL normal attribute
- </summary>
- </member>
- <member name="F:Delta.Utilities.Graphics.VertexElement.OpenGLTangentAttribute">
- <summary>
- Open GL tangent attribute
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.#ctor(Delta.Utilities.Graphics.VertexElementType)">
- <summary>
- Create vertex element of a specific type. If we are on the iPhone,
- Android or WP7 compression should be used with the other constructor
- for vertex elements to save bandwidth and make rendering much faster.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.#ctor(Delta.Utilities.Graphics.VertexElementType,System.Boolean)">
- <summary>
- Create vertex element, this constructor forces compression if wanted.
- This is usually controlled by the content and build system on the
- server side (important for iPhone, Android, WP7 to save bandwith and
- improve rendering performance).
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.Load(System.IO.BinaryReader)">
- <summary>
- Load
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.Save(System.IO.BinaryWriter)">
- <summary>
- Save
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.LoadData(System.IO.BinaryReader)">
- <summary>
- Extract value as a Vector, not very efficient, but always works :)
- </summary>
- <param name="reader">Reader</param>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.LoadDataAsPoint(System.IO.BinaryReader)">
- <summary>
- Extract value as a Point, not very efficient, but always works :)
- </summary>
- <param name="reader">Reader</param>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.SaveData(System.IO.BinaryWriter,Delta.Utilities.Datatypes.Vector)">
- <summary>
- Save data helper method for GeometryData.SetVertexData, which is slow,
- but still helpful for debugging and creating geometry dynamically.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.SaveData(System.IO.BinaryWriter,Delta.Utilities.Datatypes.Point)">
- <summary>
- Save data helper method for GeometryData.SetVertexData, which is slow,
- but still helpful for debugging and creating geometry dynamically.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.SaveData(System.IO.BinaryWriter,Delta.Utilities.Datatypes.Color)">
- <summary>
- Save data helper method for GeometryData.SetVertexData, which is slow,
- but still helpful for debugging and creating geometry dynamically.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.ToString">
- <summary>
- To string
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.SetupProperties">
- <summary>
- Get size, component count, vertex data format and if this vertex data
- needs to be normalized (for compressed data).
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.Position3DCompress(System.Single)">
- <summary>
- Short compression is only for values between -75.0 and +75.0.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.Position2DCompress(System.Single)">
- <summary>
- Position 2D compression
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.ShortCompress(System.Single)">
- <summary>
- Short compression is only for values between -1.0 and +1.0.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.SignedByteCompress(System.Single)">
- <summary>
- Byte compression is only for normalized values between -1.0 and +1.0.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.Position3DDecompress(System.Int16)">
- <summary>
- Decompress a short value to a float.
- Return min value: -75.0
- Return max value: +75.0
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.Position2DDecompress(System.Int16)">
- <summary>
- Position 2D decompress
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.ShortDecompress(System.Int16)">
- <summary>
- Short decompression.
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.SignedByteDecompress(System.SByte)">
- <summary>
- Decompress a byte value to a float (for normals, tangents, etc.)
- Return min value: -1.0
- Return max value: +1.0
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.Type">
- <summary>
- Type for this vertex element (position, uv, etc.)
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.IsCompressed">
- <summary>
- Is this vertex element compressed? Usually true for iPhone, Android
- and WP7 to save bandwidth (about half), but some vertex format types
- like color and skin data are already compressed and cannot be more
- compact. Most VertexFormats like Position2DTexture really get much
- smaller with compressed on (down to 10 bytes from 20 uncompressed).
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.Size">
- <summary>
- Size in bytes of this vertex element. Used to find the offset for the
- next element mostly and for the total vertex size in bytes of course.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.Offset">
- <summary>
- Offset from the start of the vertex data to this element in bytes.
- Calculated in VertexFormat constructor.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.ComponentCount">
- <summary>
- Returns the number of components of that element.
- E.g. Color = 4, Vector (Position, Normal) = 3, Point (UV) = 2.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.IsNormalized">
- <summary>
- Is normalized? Currently used for compressed Texture UVs, Normals,
- Tangents, Color and SkinWeights. This is used to save bandwidth
- because compressed vertex data is smaller, but needs to be normalized
- usually (except when we account for it in the shader like for
- position vertex data via the World or WorldViewProj matrices).
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.IsByteFormat">
- <summary>
- Is byte format? Currently only used for colors. Use IsSignedByteFormat
- for normals, tangents and binormals.
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.IsSignedByteFormat">
- <summary>
- Is signed byte format? Only used for normals, tangents, binormals.
- Colors use IsByteFormat (unsigned).
- </summary>
- </member>
- <member name="P:Delta.Utilities.Graphics.VertexElement.IsShortFormat">
- <summary>
- Is short format? Used mostly for compressed vertex data. If this
- and IsByteFormat are false the vertex element components are floats!
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.VertexElement.VertexElementTests">
- <summary>
- Tests
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.VertexElement.VertexElementTests.GetSize">
- <summary>
- Get size
- </summary>
- </member>
- <member name="T:Delta.Utilities.Graphics.ShaderFeatures.UI2DShaderFeature">
- <summary>
- UI2D shader feature
- </summary>
- </member>
- <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UI2DShaderFeature.#ctor">