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/Dlls/Delta.Utilities.Graphics.xml

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Possible License(s): Apache-2.0
  1. <?xml version="1.0"?>
  2. <doc>
  3. <assembly>
  4. <name>Delta.Utilities.Graphics</name>
  5. </assembly>
  6. <members>
  7. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature">
  8. <summary>
  9. Skinning shader feature
  10. </summary>
  11. </member>
  12. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature">
  13. <summary>
  14. Interface for all ShaderFeatures.
  15. </summary>
  16. </member>
  17. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.ShaderFeature">
  18. <summary>
  19. Which shader feature flag is this ShaderFeature class using?
  20. Important for loading this file via ShaderData.LoadShaderFeature.
  21. Each flag should obviously only have one class for it!
  22. </summary>
  23. </member>
  24. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.Parameters">
  25. <summary>
  26. Parameters as a dictionary, will be generated on the fly when
  27. requested.
  28. </summary>
  29. </member>
  30. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.IShaderFeature.RequiredShaderFeatures">
  31. <summary>
  32. Which shader feature flags are required for this ShaderFeature.
  33. Very important for creating of a new ShaderFeature.
  34. </summary>
  35. </member>
  36. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.#ctor">
  37. <summary>
  38. Create skinning shader feature
  39. </summary>
  40. </member>
  41. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.#ctor(System.IO.BinaryReader)">
  42. <summary>
  43. Create skinning shader feature and load automatically
  44. the ShaderFeatures from a binary data stream.
  45. </summary>
  46. </member>
  47. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Load(System.IO.BinaryReader)">
  48. <summary>
  49. Load this ShaderFeature from a binary data stream.
  50. </summary>
  51. </member>
  52. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Save(System.IO.BinaryWriter)">
  53. <summary>
  54. Save this ShaderFeature to a binary data stream.
  55. </summary>
  56. </member>
  57. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.ShaderFeature">
  58. <summary>
  59. Which shader feature flag is this ShaderFeature class using?
  60. Important for loading this file via ShaderData.LoadShaderFeature.
  61. Each flag should obviously only have one class for it!
  62. </summary>
  63. </member>
  64. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.RequiredShaderFeatures">
  65. <summary>
  66. Which shader feature flags are required for this ShaderFeature.
  67. Very important for creating of a new ShaderFeature.
  68. </summary>
  69. </member>
  70. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseSkinningShaderFeature.Parameters">
  71. <summary>
  72. Parameters as a dictionary, will be generated on the fly when
  73. requested.
  74. </summary>
  75. </member>
  76. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature">
  77. <summary>
  78. Fresnel shader feature
  79. </summary>
  80. </member>
  81. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.FresnelPower">
  82. <summary>
  83. Fresnel power.
  84. </summary>
  85. </member>
  86. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.FresnelFactor">
  87. <summary>
  88. Fresnel factor.
  89. </summary>
  90. </member>
  91. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.#ctor">
  92. <summary>
  93. Create fresnel shader feature
  94. </summary>
  95. </member>
  96. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.#ctor(System.IO.BinaryReader)">
  97. <summary>
  98. Create fresnel shader feature
  99. </summary>
  100. </member>
  101. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Load(System.IO.BinaryReader)">
  102. <summary>
  103. Load this ShaderFeature from a binary data stream.
  104. </summary>
  105. </member>
  106. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Save(System.IO.BinaryWriter)">
  107. <summary>
  108. Save this ShaderFeature to a binary data stream.
  109. </summary>
  110. </member>
  111. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.ShaderFeature">
  112. <summary>
  113. Which shader feature flag is this ShaderFeature class using?
  114. Important for loading this file via ShaderData.LoadShaderFeature.
  115. Each flag should obviously only have one class for it!
  116. </summary>
  117. </member>
  118. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.RequiredShaderFeatures">
  119. <summary>
  120. Which shader feature flags are required for this ShaderFeature.
  121. Very important for creating of a new ShaderFeature.
  122. </summary>
  123. </member>
  124. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FresnelShaderFeature.Parameters">
  125. <summary>
  126. Parameters as a dictionary, will be generated on the fly when
  127. requested.
  128. </summary>
  129. </member>
  130. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature">
  131. <summary>
  132. Fog shader feature
  133. </summary>
  134. </member>
  135. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogColor">
  136. <summary>
  137. The ShaderParameters array should contain: FogColor, FogStart and
  138. FogEnd. This does not mean those variables are used as shader uniforms,
  139. they are usually constant and can be used for both fixed function
  140. pipeline code and for shader code. Adds 4-5 vertex shader instructions
  141. and 2 pixel shader instructions (lerp is costly, but required).
  142. Note: Currently only the FogColor is used in the shader, the rest
  143. is baked as constants into it (faster because we don't need to
  144. calculate FogEnd-FogStart and it makes more sense to have the same
  145. values for all shaders anyway).
  146. </summary>
  147. </member>
  148. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogStart">
  149. <summary>
  150. The default fog start distance is 10m, everything closer will also
  151. get a little of the FogColor, see MinimumFogValue.
  152. </summary>
  153. </member>
  154. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.FogEnd">
  155. <summary>
  156. Maximum distance for the fog, here the fog is at full intensity (see
  157. MaximumFogValue). Should be synced up with BaseCamera.FarPlane, which
  158. is currently 75.0 for the SoulCraft Tech Demo.
  159. </summary>
  160. </member>
  161. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.MinimumFogValue">
  162. <summary>
  163. Minimum fog value that gets mixed in for each pixel in the pixel
  164. shader. This value is currently pretty high (0.15 like the default
  165. ambient color) to color all pixels a little in the fog color to
  166. colorize everything in the scene with this fog color to fit together
  167. better.
  168. </summary>
  169. </member>
  170. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.MaximumFogValue">
  171. <summary>
  172. Maximum fog value, does not have to be 1.0, the default value for
  173. this is 0.9, which means fog is never at 100%. There will always be
  174. a little bit of the original pixel shader color visible.
  175. </summary>
  176. </member>
  177. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.#ctor">
  178. <summary>
  179. Create fog shader feature
  180. </summary>
  181. </member>
  182. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.#ctor(System.IO.BinaryReader)">
  183. <summary>
  184. Create fog shader feature
  185. </summary>
  186. </member>
  187. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Load(System.IO.BinaryReader)">
  188. <summary>
  189. Load this ShaderFeature from a binary data stream.
  190. </summary>
  191. </member>
  192. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Save(System.IO.BinaryWriter)">
  193. <summary>
  194. Save this ShaderFeature to a binary data stream.
  195. </summary>
  196. </member>
  197. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.ShaderFeature">
  198. <summary>
  199. Which shader feature flag is this ShaderFeature class using?
  200. Important for loading this file via ShaderData.LoadShaderFeature.
  201. Each flag should obviously only have one class for it!
  202. </summary>
  203. </member>
  204. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.RequiredShaderFeatures">
  205. <summary>
  206. Which shader feature flags are required for this ShaderFeature.
  207. Very important for creating of a new ShaderFeature.
  208. </summary>
  209. </member>
  210. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.FogShaderFeature.Parameters">
  211. <summary>
  212. Parameters as a dictionary, will be generated on the fly when
  213. requested.
  214. </summary>
  215. </member>
  216. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature">
  217. <summary>
  218. ParallaxMap shader feature
  219. </summary>
  220. </member>
  221. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.ParallaxAmount">
  222. <summary>
  223. Parallax mapping is usually used in combination with normal mapping,
  224. but you can use it own its own. It needs an extra height map (usually
  225. just the light map or normal map extra alpha color channel) for even
  226. cooler depth effects on the texture. Adds about 2 instructions, but
  227. even if that overhead is ok, also additional work at the artist side
  228. is needed, not only to create the extra height/bump map, but also to
  229. fine tune the parallax amount to look nice. The height map should be
  230. as blurry as possible, high variations will cause parallax glitches.
  231. </summary>
  232. </member>
  233. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.#ctor">
  234. <summary>
  235. Create parallax shader feature
  236. </summary>
  237. </member>
  238. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.#ctor(System.IO.BinaryReader)">
  239. <summary>
  240. Create parallax shader feature
  241. </summary>
  242. </member>
  243. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Load(System.IO.BinaryReader)">
  244. <summary>
  245. Load this ShaderFeature from a binary data stream.
  246. </summary>
  247. </member>
  248. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Save(System.IO.BinaryWriter)">
  249. <summary>
  250. Save this ShaderFeature to a binary data stream.
  251. </summary>
  252. </member>
  253. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.ShaderFeature">
  254. <summary>
  255. Which shader feature flag is this ShaderFeature class using?
  256. Important for loading this file via ShaderData.LoadShaderFeature.
  257. Each flag should obviously only have one class for it!
  258. </summary>
  259. </member>
  260. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.RequiredShaderFeatures">
  261. <summary>
  262. Which shader feature flags are required for this ShaderFeature.
  263. Very important for creating of a new ShaderFeature.
  264. </summary>
  265. </member>
  266. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.ParallaxMapShaderFeature.Parameters">
  267. <summary>
  268. Parameters as a dictionary, will be generated on the fly when
  269. requested.
  270. </summary>
  271. </member>
  272. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature">
  273. <summary>
  274. Water shader feature
  275. </summary>
  276. </member>
  277. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.#ctor">
  278. <summary>
  279. Create water shader feature
  280. </summary>
  281. </member>
  282. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.#ctor(System.IO.BinaryReader)">
  283. <summary>
  284. Create water shader feature and load automatically
  285. the ShaderFeatures from a binary data stream.
  286. </summary>
  287. </member>
  288. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Load(System.IO.BinaryReader)">
  289. <summary>
  290. Load this ShaderFeature from a binary data stream.
  291. </summary>
  292. </member>
  293. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Save(System.IO.BinaryWriter)">
  294. <summary>
  295. Save this ShaderFeature to a binary data stream.
  296. </summary>
  297. </member>
  298. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.ShaderFeature">
  299. <summary>
  300. Which shader feature flag is this ShaderFeature class using?
  301. Important for loading this file via ShaderData.LoadShaderFeature.
  302. Each flag should obviously only have one class for it!
  303. </summary>
  304. </member>
  305. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.RequiredShaderFeatures">
  306. <summary>
  307. Which shader feature flags are required for this ShaderFeature.
  308. Very important for creating of a new ShaderFeature.
  309. </summary>
  310. </member>
  311. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.WaterShaderFeature.Parameters">
  312. <summary>
  313. Parameters as a dictionary, will be generated on the fly when
  314. requested.
  315. </summary>
  316. </member>
  317. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature">
  318. <summary>
  319. Dynamic directional lighting shader feature
  320. </summary>
  321. </member>
  322. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.DirectionalLightDirection">
  323. <summary>
  324. Direction of the directional light.
  325. </summary>
  326. </member>
  327. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.#ctor">
  328. <summary>
  329. Create basic shader feature
  330. </summary>
  331. </member>
  332. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.#ctor(System.IO.BinaryReader)">
  333. <summary>
  334. Create basic shader feature and load automatically
  335. the ShaderFeatures from a binary data stream.
  336. </summary>
  337. </member>
  338. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Load(System.IO.BinaryReader)">
  339. <summary>
  340. Load this ShaderFeature from a binary data stream.
  341. </summary>
  342. </member>
  343. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Save(System.IO.BinaryWriter)">
  344. <summary>
  345. Save this ShaderFeature to a binary data stream.
  346. </summary>
  347. </member>
  348. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.ShaderFeature">
  349. <summary>
  350. Which shader feature flag is this ShaderFeature class using?
  351. Important for loading this file via ShaderData.LoadShaderFeature.
  352. Each flag should obviously only have one class for it!
  353. </summary>
  354. </member>
  355. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.RequiredShaderFeatures">
  356. <summary>
  357. Which shader feature flags are required for this ShaderFeature.
  358. Very important for creating of a new ShaderFeature.
  359. </summary>
  360. </member>
  361. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DynamicDirectionalLightingShaderFeature.Parameters">
  362. <summary>
  363. Parameters as a dictionary, will be generated on the fly when
  364. requested.
  365. </summary>
  366. </member>
  367. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature">
  368. <summary>
  369. Basic shader feature
  370. </summary>
  371. </member>
  372. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.DiffuseMap">
  373. <summary>
  374. Diffuse map, is always set except when ShaderFeatureFlags.NoTexturing
  375. is set (then we don't want a diffuse map and this setting is ignored).
  376. </summary>
  377. </member>
  378. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.#ctor">
  379. <summary>
  380. Create basic shader feature
  381. </summary>
  382. </member>
  383. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.#ctor(System.IO.BinaryReader)">
  384. <summary>
  385. Create basic shader feature and load automatically
  386. the ShaderFeatures from a binary data stream.
  387. </summary>
  388. </member>
  389. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Load(System.IO.BinaryReader)">
  390. <summary>
  391. Load this ShaderFeature from a binary data stream.
  392. </summary>
  393. </member>
  394. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Save(System.IO.BinaryWriter)">
  395. <summary>
  396. Save this ShaderFeature to a binary data stream.
  397. </summary>
  398. </member>
  399. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.ShaderFeature">
  400. <summary>
  401. Which shader feature flag is this ShaderFeature class using?
  402. Important for loading this file via ShaderData.LoadShaderFeature.
  403. Each flag should obviously only have one class for it!
  404. </summary>
  405. </member>
  406. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.RequiredShaderFeatures">
  407. <summary>
  408. Which shader feature flags are required for this ShaderFeature.
  409. Very important for creating of a new ShaderFeature.
  410. </summary>
  411. </member>
  412. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.BasicShaderFeature.Parameters">
  413. <summary>
  414. Parameters as a dictionary, will be generated on the fly when
  415. requested.
  416. </summary>
  417. </member>
  418. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature">
  419. <summary>
  420. Light map shader feature
  421. </summary>
  422. </member>
  423. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.LightMap">
  424. <summary>
  425. LightMap, is always set except when ShaderFeatureFlags.NoTexturing is
  426. set (then we don't want a diffuse map and this setting is ignored).
  427. </summary>
  428. </member>
  429. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.#ctor">
  430. <summary>
  431. Create light map shader feature
  432. </summary>
  433. </member>
  434. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.#ctor(System.IO.BinaryReader)">
  435. <summary>
  436. Create light map shader feature and load automatically
  437. the ShaderFeatures from a binary data stream.
  438. </summary>
  439. </member>
  440. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Load(System.IO.BinaryReader)">
  441. <summary>
  442. Load this ShaderFeature from a binary data stream.
  443. </summary>
  444. </member>
  445. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Save(System.IO.BinaryWriter)">
  446. <summary>
  447. Save this ShaderFeature to a binary data stream.
  448. </summary>
  449. </member>
  450. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.ShaderFeature">
  451. <summary>
  452. Which shader feature flag is this ShaderFeature class using?
  453. Important for loading this file via ShaderData.LoadShaderFeature.
  454. Each flag should obviously only have one class for it!
  455. </summary>
  456. </member>
  457. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.RequiredShaderFeatures">
  458. <summary>
  459. Which shader feature flags are required for this ShaderFeature.
  460. Very important for creating of a new ShaderFeature.
  461. </summary>
  462. </member>
  463. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.LightMapShaderFeature.Parameters">
  464. <summary>
  465. Parameters as a dictionary, will be generated on the fly when
  466. requested.
  467. </summary>
  468. </member>
  469. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature">
  470. <summary>
  471. Detail mapping shader feature
  472. </summary>
  473. </member>
  474. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.DetailMap">
  475. <summary>
  476. The Detail map is a tiled texture that is added to improve the sharpness
  477. especially in highly scaled textures. There is a texture on which a
  478. fine pattern is shown (usually this is a "noise" effect used).
  479. The Detail map is tiled over the terrain and this combined with a
  480. diffuse mal or color map.
  481. </summary>
  482. </member>
  483. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.#ctor">
  484. <summary>
  485. Create detail map shader feature
  486. </summary>
  487. </member>
  488. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.#ctor(System.IO.BinaryReader)">
  489. <summary>
  490. Create detail map shader feature and load automatically
  491. the ShaderFeatures from a binary data stream.
  492. </summary>
  493. </member>
  494. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Load(System.IO.BinaryReader)">
  495. <summary>
  496. Load this ShaderFeature from a binary data stream.
  497. </summary>
  498. </member>
  499. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Save(System.IO.BinaryWriter)">
  500. <summary>
  501. Save this ShaderFeature to a binary data stream.
  502. </summary>
  503. </member>
  504. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.ShaderFeature">
  505. <summary>
  506. Which shader feature flag is this ShaderFeature class using?
  507. Important for loading this file via ShaderData.LoadShaderFeature.
  508. Each flag should obviously only have one class for it!
  509. </summary>
  510. </member>
  511. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.RequiredShaderFeatures">
  512. <summary>
  513. Which shader feature flags are required for this ShaderFeature.
  514. Very important for creating of a new ShaderFeature.
  515. </summary>
  516. </member>
  517. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.DetailMappingShaderFeature.Parameters">
  518. <summary>
  519. Parameters as a dictionary, will be generated on the fly when
  520. requested.
  521. </summary>
  522. </member>
  523. <member name="T:Delta.Utilities.Graphics.ColorBufferMode">
  524. <summary>
  525. Platform color buffer for a device. Usually RGB565 for mobile devices
  526. and RGBA8888 for PCs and Consoles. RGBAFloat16 or RGBAFloat32 can also
  527. be used for high profile PC or Console games.
  528. <para />
  529. Note: Exotic modes like RGBA4444, RGBA5551, RGB888, or RGB10A2 are not
  530. supported right now.
  531. </summary>
  532. </member>
  533. <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGB565">
  534. <summary>
  535. 16 bit color display bit depth. This means less colors can be displayed
  536. and more jaggy steps between darker and brighter shaders of the same
  537. color are visible. Clever artists can circumvent that by using not
  538. so many shades, using dither effects or have a overall more comic or
  539. solid color look. This is the default color depth for most mobile
  540. devices. Except for the iPad2 and the iPhone4 almost all of them
  541. only support 16 bit colors at the display anyway. For example check
  542. out: http://www.obsessable.com/cell-phone/apple-iphone-3g/specs/
  543. So using 24 or 32 bit for your frame buffer will not result in any
  544. better output, just worse performance. Red channel = 5 bits, Green
  545. channel = 6 bits and Blue channel = 5 bits. Some texture generation
  546. rules might also be aware of this setting and reduce or optimize
  547. quality to fit the output format.
  548. </summary>
  549. </member>
  550. <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBA8888">
  551. <summary>
  552. 32 bit color display bit depth. Usually only the RGB components are
  553. important so this color mode is usually called 24 bit because the
  554. last 8 bits are unused. Quality is a lot better than 16 bit, but
  555. since this is twice as many bits, it needs twice the memory bandwidth.
  556. Faster platforms have this as their default, which is even faster for
  557. them because memory bandwidth is not a big issue and converting to
  558. 16 bit can even slow you down. For slower and older mobile devices
  559. and especially devices that can only do 16 bit on the display anyway,
  560. it is much better to choose 16 bit. A developer can choose this bit
  561. depth if he wants more quality on devices where it makes a difference
  562. if he still has enough performance.
  563. </summary>
  564. </member>
  565. <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBAFloat16">
  566. <summary>
  567. Special mode for 16-bit floating point RGBA frame buffers, 16 bit
  568. float is also called half-float. Total size is 64 bit. Screens usually
  569. only have 24 bits or even only 18 bits (3*6 bits), so this mode only
  570. makes sense for HDR cases and high performance platforms.
  571. </summary>
  572. </member>
  573. <member name="F:Delta.Utilities.Graphics.ColorBufferMode.RGBAFloat32">
  574. <summary>
  575. Special mode for 32-bit floating point RGBA frame buffers. Total size
  576. is 128 bit. Screens usually only have 24 bits or even only 18 bits
  577. (3*6 bits), so this mode only makes sense for HDR cases and high
  578. performance platforms.
  579. </summary>
  580. </member>
  581. <member name="T:Delta.Utilities.Graphics.BlendMode">
  582. <summary>
  583. Blending presets are used for setting alpha blending operations of
  584. various types for producing different effects. Now set directly
  585. in materials because we want to sort them by blend mode too :)
  586. Note: Needed in Content modules already because atlas textures
  587. need to know about the blend modes!
  588. </summary>
  589. </member>
  590. <member name="F:Delta.Utilities.Graphics.BlendMode.Opaque">
  591. <summary>
  592. The default preset is opaque, which is the fastest blending type
  593. because it uses no blending obviously. Also works with AlphaTesting,
  594. which is decided once a material is created (then an AlphaTest shader
  595. will be chosen). This blend state is the default for all materials
  596. that have no alpha channel in the diffuseMap!
  597. </summary>
  598. </member>
  599. <member name="F:Delta.Utilities.Graphics.BlendMode.AlphaTest">
  600. <summary>
  601. Same as opaque, but use AlphaTest to discard any pixel below 0.66f
  602. in the alpha channel. Rendering this is faster than Translucency
  603. because we need no sorting and we can skip lots of pixels, which
  604. makes the pixel shader go faster. This is however not always true for
  605. mobile GPUs as discard is sometimes as expensive as actual rendering!
  606. Still this is a useful feature to not write to the depth buffer for
  607. transparent pixels thus helping with sorting.
  608. </summary>
  609. </member>
  610. <member name="F:Delta.Utilities.Graphics.BlendMode.Subtractive">
  611. <summary>
  612. Subtractive rendering mode is pretty much the opposite of additive
  613. blending. Instead of always adding more brightness to the target
  614. screen pixels, this one subtracts brightness. It is usually and
  615. mostly only used for fake shadowing effects (blob shadows) and
  616. sometimes in clever combinations of particle effects.
  617. </summary>
  618. </member>
  619. <member name="F:Delta.Utilities.Graphics.BlendMode.Additive">
  620. <summary>
  621. Additive blending is used to accumulate the color we already got
  622. on screen plus the diffuseMap * AmbientColor. This makes the result
  623. image brighter and should be used with care. Has the advantage that
  624. we do not need to sort, we can just render this out in any order
  625. on top of the Opaque materials and it will always look the same.
  626. This blend state usually has to be set by hand to a material!
  627. </summary>
  628. </member>
  629. <member name="F:Delta.Utilities.Graphics.BlendMode.Translucency">
  630. <summary>
  631. The normal version of alpha blending, which uses ambientColor.A *
  632. diffuseMap alpha and blends that with SrcAlpha InvDestColor (default
  633. alpha blending technique). This blend mode is the default for
  634. all materials that have an alpha channel in diffuseMap!
  635. Note: Only translucent images with alpha should use this blend mode.
  636. </summary>
  637. </member>
  638. <member name="F:Delta.Utilities.Graphics.BlendMode.LightEffect">
  639. <summary>
  640. LightEffect, which is using a special blend mode of DestColor+One,
  641. which will maybe change later a bit. Basically used for light effects
  642. (similar to lightmap shader, but just using a lightmap, no diffuse
  643. texture). Needs to set by hand for lightmap materials, only a couple
  644. of materials even need to use this, e.g. glow, light and flare effects.
  645. </summary>
  646. </member>
  647. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature">
  648. <summary>
  649. Use shadow map shader feature
  650. </summary>
  651. </member>
  652. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.#ctor">
  653. <summary>
  654. Create a shader feature for using shadow maps.
  655. </summary>
  656. </member>
  657. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.#ctor(System.IO.BinaryReader)">
  658. <summary>
  659. Create basic shader feature and load automatically
  660. the ShaderFeatures from a binary data stream.
  661. </summary>
  662. </member>
  663. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Load(System.IO.BinaryReader)">
  664. <summary>
  665. Load this ShaderFeature from a binary data stream.
  666. </summary>
  667. </member>
  668. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Save(System.IO.BinaryWriter)">
  669. <summary>
  670. Save this ShaderFeature to a binary data stream.
  671. </summary>
  672. </member>
  673. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.ShaderFeature">
  674. <summary>
  675. Which shader feature flag is this ShaderFeature class using?
  676. Important for loading this file via ShaderData.LoadShaderFeature.
  677. Each flag should obviously only have one class for it!
  678. </summary>
  679. </member>
  680. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.RequiredShaderFeatures">
  681. <summary>
  682. Which shader feature flags are required for this ShaderFeature.
  683. Very important for creating of a new ShaderFeature.
  684. </summary>
  685. </member>
  686. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.UseShadowMapShaderFeature.Parameters">
  687. <summary>
  688. Parameters as a dictionary, will be generated on the fly when
  689. requested.
  690. </summary>
  691. </member>
  692. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature">
  693. <summary>
  694. Specular diffuse shader feature
  695. </summary>
  696. </member>
  697. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.#ctor">
  698. <summary>
  699. Create specular diffuse shader feature
  700. </summary>
  701. </member>
  702. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.#ctor(System.IO.BinaryReader)">
  703. <summary>
  704. Create specular diffuse shader feature and load automatically
  705. the ShaderFeatures from a binary data stream.
  706. </summary>
  707. </member>
  708. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Load(System.IO.BinaryReader)">
  709. <summary>
  710. Load this ShaderFeature from a binary data stream.
  711. </summary>
  712. </member>
  713. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Save(System.IO.BinaryWriter)">
  714. <summary>
  715. Save this ShaderFeature to a binary data stream.
  716. </summary>
  717. </member>
  718. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.ShaderFeature">
  719. <summary>
  720. Which shader feature flag is this ShaderFeature class using?
  721. Important for loading this file via ShaderData.LoadShaderFeature.
  722. Each flag should obviously only have one class for it!
  723. </summary>
  724. </member>
  725. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.RequiredShaderFeatures">
  726. <summary>
  727. Which shader feature flags are required for this ShaderFeature.
  728. Very important for creating of a new ShaderFeature.
  729. </summary>
  730. </member>
  731. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularDiffuseShaderFeature.Parameters">
  732. <summary>
  733. Parameters as a dictionary, will be generated on the fly when
  734. requested.
  735. </summary>
  736. </member>
  737. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature">
  738. <summary>
  739. No texture shader feature. This is just used to disable texturing,
  740. which is on by default (via BasicShaderFeature).
  741. </summary>
  742. </member>
  743. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.#ctor">
  744. <summary>
  745. Create basic shader feature
  746. </summary>
  747. </member>
  748. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.#ctor(System.IO.BinaryReader)">
  749. <summary>
  750. Create basic shader feature and load automatically
  751. the ShaderFeatures from a binary data stream.
  752. </summary>
  753. </member>
  754. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Load(System.IO.BinaryReader)">
  755. <summary>
  756. Load this ShaderFeature from a binary data stream.
  757. </summary>
  758. </member>
  759. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Save(System.IO.BinaryWriter)">
  760. <summary>
  761. Save this ShaderFeature to a binary data stream.
  762. </summary>
  763. </member>
  764. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.ShaderFeature">
  765. <summary>
  766. Which shader feature flag is this ShaderFeature class using?
  767. Important for loading this file via ShaderData.LoadShaderFeature.
  768. Each flag should obviously only have one class for it!
  769. </summary>
  770. </member>
  771. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.RequiredShaderFeatures">
  772. <summary>
  773. Which shader feature flags are required for this ShaderFeature.
  774. Very important for creating of a new ShaderFeature.
  775. </summary>
  776. </member>
  777. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.NoTexturingShaderFeature.Parameters">
  778. <summary>
  779. Parameters as a dictionary, will be generated on the fly when
  780. requested.
  781. </summary>
  782. </member>
  783. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature">
  784. <summary>
  785. Specular shader feature
  786. </summary>
  787. </member>
  788. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.SpecularColor">
  789. <summary>
  790. Specular color is the color of highlights on a shiny surface.
  791. The highlights are reflections of the lights that illuminate the
  792. surface. For a naturalistic effect, set the specular color to the
  793. same color as the key light source, or make it a high-value,
  794. low-saturation version of the diffuse color.
  795. </summary>
  796. </member>
  797. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.SpecularPower">
  798. <summary>
  799. A specular power refers to how much light is reflected in a mirror
  800. like fashion, rather than scattered randomly in a diffuse manner.
  801. So a mirror would have high specular power, a glossy surface some
  802. specular power and a matt black surface none.
  803. </summary>
  804. </member>
  805. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.#ctor">
  806. <summary>
  807. Create specular shader feature
  808. </summary>
  809. </member>
  810. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.#ctor(System.IO.BinaryReader)">
  811. <summary>
  812. Create specular shader feature
  813. </summary>
  814. </member>
  815. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Load(System.IO.BinaryReader)">
  816. <summary>
  817. Load this ShaderFeature from a binary data stream.
  818. </summary>
  819. </member>
  820. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Save(System.IO.BinaryWriter)">
  821. <summary>
  822. Save this ShaderFeature to a binary data stream.
  823. </summary>
  824. </member>
  825. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.ShaderFeature">
  826. <summary>
  827. Which shader feature flag is this ShaderFeature class using?
  828. Important for loading this file via ShaderData.LoadShaderFeature.
  829. Each flag should obviously only have one class for it!
  830. </summary>
  831. </member>
  832. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.RequiredShaderFeatures">
  833. <summary>
  834. Which shader feature flags are required for this ShaderFeature.
  835. Very important for creating of a new ShaderFeature.
  836. </summary>
  837. </member>
  838. <member name="P:Delta.Utilities.Graphics.ShaderFeatures.SpecularShaderFeature.Parameters">
  839. <summary>
  840. Parameters as a dictionary, will be generated on the fly when
  841. requested.
  842. </summary>
  843. </member>
  844. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants">
  845. <summary>
  846. Shader constants, not only needed for the Content and as default values
  847. for the shader classes in Graphics, but also for the default fallback
  848. values for many of the shader feature classes in this namespace.
  849. </summary>
  850. </member>
  851. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultSpecularPower">
  852. <summary>
  853. Default specular power (4 now for better fresnel, was 24 before)
  854. </summary>
  855. </member>
  856. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFresnelPower">
  857. <summary>
  858. Default fresnel power if the shader for this material does fresnel,
  859. fresnel bias is 0 (or bias in the shader) and the factor is 1.0 too.
  860. Note: Now in a pre-calculated lut texture, not longer a parameter!
  861. </summary>
  862. </member>
  863. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFresnelFactor">
  864. <summary>
  865. Default fresnel factor. Fresnel * FresnelFactor.
  866. Note: Now in a pre-calculated lut texture, not longer a parameter!
  867. </summary>
  868. </member>
  869. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultParallaxAmount">
  870. <summary>
  871. Default parallax offset amount in pixels for a 1024x1024 texture.
  872. 16 means that we will offset -16 to +16 pixels in the texture (which
  873. is a lot, you really need smooth transitions to make this look ok).
  874. Note: For a 2048x2048 texture it would be -32 to +32 pixels, for
  875. a 512x512 texture it would be -8 to +8 because the formula is always
  876. the same: 1024.0 / ParallaxAmount. Note: Increased a bit to 27.0f
  877. because now it is only used on floors, old value: 16.0f.
  878. </summary>
  879. </member>
  880. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMinAmbientValue">
  881. <summary>
  882. Minimum ambient value.
  883. </summary>
  884. </member>
  885. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultAlphaTestValue">
  886. <summary>
  887. Value for alpha test.
  888. The default value is normally 0.66.
  889. </summary>
  890. </member>
  891. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogStart">
  892. <summary>
  893. Default fog start.
  894. </summary>
  895. </member>
  896. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogEnd">
  897. <summary>
  898. Fog end.
  899. </summary>
  900. </member>
  901. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMaxFogValue">
  902. <summary>
  903. Maximum fog value.
  904. </summary>
  905. </member>
  906. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultMinFogValue">
  907. <summary>
  908. Minimum fog value.
  909. </summary>
  910. </member>
  911. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.MaxBonesCount">
  912. <summary>
  913. Maximal bones count that we can support currently = 36.
  914. But you can change that value dynamically via the Content Settings :)
  915. </summary>
  916. </member>
  917. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultAmbientColor">
  918. <summary>
  919. Default colors are 0.15 for ambient and 1.0 for diffuse and specular.
  920. </summary>
  921. </member>
  922. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultDiffuseColor">
  923. <summary>
  924. Default diffuse color is almost white (90%)
  925. </summary>
  926. </member>
  927. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultSpecularColor">
  928. <summary>
  929. Default specular color is always white
  930. </summary>
  931. </member>
  932. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultFogColor">
  933. <summary>
  934. Default fog color. 133, 37, 12 + 0.075 brightness
  935. </summary>
  936. </member>
  937. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultShadowSize">
  938. <summary>
  939. Default shadow size. Normally 512x512. The size is useful to get
  940. the pixel size in shader (1.0 / 512.0).
  941. </summary>
  942. </member>
  943. <member name="F:Delta.Utilities.Graphics.ShaderFeatures.ShaderConstants.DefaultShadowColor">
  944. <summary>
  945. Default shadow color. Using for the shadow map generation.
  946. 0.33 is pretty dark (0.5 is too weak however), 0.0 is black and
  947. will usually not look very well for bright scenes (only in Doom3 ^^)
  948. </summary>
  949. </member>
  950. <member name="T:Delta.Utilities.Graphics.FontStyle">
  951. <summary>
  952. Font style for the font creation process, allows us to add shadow
  953. to the font, create an outline, use italic or bold text plus
  954. specifying anti aliasing. Combine these with or and pass them to
  955. FontGenerator.GenerateFont, but also used for creating and loading
  956. fonts to make sure we got the correct style.
  957. </summary>
  958. </member>
  959. <member name="F:Delta.Utilities.Graphics.FontStyle.Normal">
  960. <summary>
  961. Normal is probably used by most fonts, just renders the font out
  962. and uses anti aliasing, no bold, no italic, no shadow and no outline.
  963. </summary>
  964. </member>
  965. <member name="F:Delta.Utilities.Graphics.FontStyle.Italic">
  966. <summary>
  967. Use italic (works only if the font has it), not used often.
  968. </summary>
  969. </member>
  970. <member name="F:Delta.Utilities.Graphics.FontStyle.Bold">
  971. <summary>
  972. Make font bold (works only if font supports this).
  973. </summary>
  974. </member>
  975. <member name="F:Delta.Utilities.Graphics.FontStyle.Underline">
  976. <summary>
  977. Add underline to the font (works only if font supports this).
  978. Note: This may look strange with some other effects (like shadow or
  979. outline) because this is not supported well and probably needs some
  980. fixing when rending the font.
  981. </summary>
  982. </member>
  983. <member name="F:Delta.Utilities.Graphics.FontStyle.AddShadow">
  984. <summary>
  985. Add shadow to the font, usually makes the font a little bigger
  986. to fit the shadow (which is just the font again painted in black
  987. with a 10% distance into the bottom right, rendered before the
  988. actual white font).
  989. </summary>
  990. </member>
  991. <member name="F:Delta.Utilities.Graphics.FontStyle.AddOutline">
  992. <summary>
  993. Add a black outline to the font, currently does not work well,
  994. especially for big fonts. Small fonts look ok. This will add some
  995. spacing (2px) around the font to allow an artist to add outlines
  996. himself if he isn't pleased with the generated texture.
  997. </summary>
  998. </member>
  999. <member name="F:Delta.Utilities.Graphics.FontStyle.HighContrast">
  1000. <summary>
  1001. Increase the contrast of the font rendering to its maximum value.
  1002. This can be used the font is too blurry otherwise. Should not be
  1003. used with NoAntiAliasing, this would not affect SingleBitPerPixel.
  1004. </summary>
  1005. </member>
  1006. <member name="F:Delta.Utilities.Graphics.FontStyle.LowContrast">
  1007. <summary>
  1008. Decrease the contrast to a very low setting to make the font look
  1009. more smooth. You should only use this for big fonts and if you think
  1010. the font is too sharp. Should not be used with NoAntiAliasing,
  1011. this would not affect SingleBitPerPixel rendering.
  1012. Do not use together with HighContrast, then this setting will be
  1013. ignored.
  1014. </summary>
  1015. </member>
  1016. <member name="F:Delta.Utilities.Graphics.FontStyle.ClearTypeAntiAliasing">
  1017. <summary>
  1018. Instead of using the default anti aliasing (which uses
  1019. TextRenderingHint.AntiAliasGridFit) use
  1020. TextRenderingHint.ClearTypeGridFit, which might produce slightly
  1021. different results depending if the font and system support
  1022. clear type. Sometimes produces less sharp fonts so this is not the
  1023. default and the difference can usually be neglected.
  1024. </summary>
  1025. </member>
  1026. <member name="F:Delta.Utilities.Graphics.FontStyle.NoAntiAliasing">
  1027. <summary>
  1028. Disable anti aliasing (uses TextRenderingHint.SingleBitPerPixel),
  1029. should not be necessary, even small fonts look ok with anti aliasing.
  1030. Note: Do not use together with ClearTypeAntiAliasing, then
  1031. this setting will be ignored (then Clear Type Anti aliasing will be
  1032. still on, this only disables the default Anti aliasing).
  1033. </summary>
  1034. </member>
  1035. <member name="T:Delta.Utilities.Graphics.VertexElement">
  1036. <summary>
  1037. Vertex element, defines the type of a vertex element, if it is
  1038. compressed and the size occupied. See VertexFormat for details.
  1039. </summary>
  1040. </member>
  1041. <member name="F:Delta.Utilities.Graphics.VertexElement.MaxCompressedVertexDistance">
  1042. <summary>
  1043. The max. distance (in meters) that a vertex may be distant from the
  1044. coordinate origin (because of mobile vertex compression). When
  1045. importing 3D models this is checked and a warning will be shown if a
  1046. vertex is farther away from the origin than 300m.
  1047. See Position3DCompressionValue for the formula.
  1048. </summary>
  1049. </member>
  1050. <member name="F:Delta.Utilities.Graphics.VertexElement.Position3DCompressionValue">
  1051. <summary>
  1052. When converting vertex positions to shorts to store them into
  1053. Position3DCompressed this formula is used (1/436.0f). The minimum
  1054. resulting 3D position is -75.0f and the maximum is 75.0f. Everything
  1055. beyond that cannot be represented as Position3DCompressed shorts, but
  1056. since most models are only a few meters in size this should be no
  1057. problem.
  1058. </summary>
  1059. </member>
  1060. <member name="F:Delta.Utilities.Graphics.VertexElement.Position2DCompressionValue">
  1061. <summary>
  1062. When converting vertex positions to shorts to store them into
  1063. Position2DCompressed this formula is used (1/16384). The minimum
  1064. valid value for shorts is -32767, divided through this constant this
  1065. is -2.0f, the maximum value is 32768, which is +2.0f.
  1066. </summary>
  1067. </member>
  1068. <member name="F:Delta.Utilities.Graphics.VertexElement.ShortCompressionValue">
  1069. <summary>
  1070. For TextureUVCompressed we just use a simple 1/32767 formula, since
  1071. we will only accept UVs between 0 and 1 anyway. This precision is also
  1072. good for the bigger atlas textures we might have (up to 2k/2k).
  1073. </summary>
  1074. </member>
  1075. <member name="F:Delta.Utilities.Graphics.VertexElement.SignedByteCompressionValue">
  1076. <summary>
  1077. For normals, tangents and binormals (colors are not normalized, they
  1078. won't need any compression, we can just use the bytes values from
  1079. our Color struct). So only for normalized values we use a simple
  1080. compression formula: value * 127
  1081. Decompress formula: value / 127
  1082. The formula is only for values between -1 and +1.
  1083. </summary>
  1084. </member>
  1085. <member name="F:Delta.Utilities.Graphics.VertexElement.OpenGLPositionAttribute">
  1086. <summary>
  1087. OpenGL attributes are used for the shader generation and for getting
  1088. of the attributes to set them.
  1089. </summary>
  1090. </member>
  1091. <member name="F:Delta.Utilities.Graphics.VertexElement.OpenGLTexCoordAttribute">
  1092. <summary>
  1093. Open GL tex coord attribute
  1094. </summary>
  1095. </member>
  1096. <member name="F:Delta.Utilities.Graphics.VertexElement.OpenGLNormalAttribute">
  1097. <summary>
  1098. Open GL normal attribute
  1099. </summary>
  1100. </member>
  1101. <member name="F:Delta.Utilities.Graphics.VertexElement.OpenGLTangentAttribute">
  1102. <summary>
  1103. Open GL tangent attribute
  1104. </summary>
  1105. </member>
  1106. <member name="M:Delta.Utilities.Graphics.VertexElement.#ctor(Delta.Utilities.Graphics.VertexElementType)">
  1107. <summary>
  1108. Create vertex element of a specific type. If we are on the iPhone,
  1109. Android or WP7 compression should be used with the other constructor
  1110. for vertex elements to save bandwidth and make rendering much faster.
  1111. </summary>
  1112. </member>
  1113. <member name="M:Delta.Utilities.Graphics.VertexElement.#ctor(Delta.Utilities.Graphics.VertexElementType,System.Boolean)">
  1114. <summary>
  1115. Create vertex element, this constructor forces compression if wanted.
  1116. This is usually controlled by the content and build system on the
  1117. server side (important for iPhone, Android, WP7 to save bandwith and
  1118. improve rendering performance).
  1119. </summary>
  1120. </member>
  1121. <member name="M:Delta.Utilities.Graphics.VertexElement.Load(System.IO.BinaryReader)">
  1122. <summary>
  1123. Load
  1124. </summary>
  1125. </member>
  1126. <member name="M:Delta.Utilities.Graphics.VertexElement.Save(System.IO.BinaryWriter)">
  1127. <summary>
  1128. Save
  1129. </summary>
  1130. </member>
  1131. <member name="M:Delta.Utilities.Graphics.VertexElement.LoadData(System.IO.BinaryReader)">
  1132. <summary>
  1133. Extract value as a Vector, not very efficient, but always works :)
  1134. </summary>
  1135. <param name="reader">Reader</param>
  1136. </member>
  1137. <member name="M:Delta.Utilities.Graphics.VertexElement.LoadDataAsPoint(System.IO.BinaryReader)">
  1138. <summary>
  1139. Extract value as a Point, not very efficient, but always works :)
  1140. </summary>
  1141. <param name="reader">Reader</param>
  1142. </member>
  1143. <member name="M:Delta.Utilities.Graphics.VertexElement.SaveData(System.IO.BinaryWriter,Delta.Utilities.Datatypes.Vector)">
  1144. <summary>
  1145. Save data helper method for GeometryData.SetVertexData, which is slow,
  1146. but still helpful for debugging and creating geometry dynamically.
  1147. </summary>
  1148. </member>
  1149. <member name="M:Delta.Utilities.Graphics.VertexElement.SaveData(System.IO.BinaryWriter,Delta.Utilities.Datatypes.Point)">
  1150. <summary>
  1151. Save data helper method for GeometryData.SetVertexData, which is slow,
  1152. but still helpful for debugging and creating geometry dynamically.
  1153. </summary>
  1154. </member>
  1155. <member name="M:Delta.Utilities.Graphics.VertexElement.SaveData(System.IO.BinaryWriter,Delta.Utilities.Datatypes.Color)">
  1156. <summary>
  1157. Save data helper method for GeometryData.SetVertexData, which is slow,
  1158. but still helpful for debugging and creating geometry dynamically.
  1159. </summary>
  1160. </member>
  1161. <member name="M:Delta.Utilities.Graphics.VertexElement.ToString">
  1162. <summary>
  1163. To string
  1164. </summary>
  1165. </member>
  1166. <member name="M:Delta.Utilities.Graphics.VertexElement.SetupProperties">
  1167. <summary>
  1168. Get size, component count, vertex data format and if this vertex data
  1169. needs to be normalized (for compressed data).
  1170. </summary>
  1171. </member>
  1172. <member name="M:Delta.Utilities.Graphics.VertexElement.Position3DCompress(System.Single)">
  1173. <summary>
  1174. Short compression is only for values between -75.0 and +75.0.
  1175. </summary>
  1176. </member>
  1177. <member name="M:Delta.Utilities.Graphics.VertexElement.Position2DCompress(System.Single)">
  1178. <summary>
  1179. Position 2D compression
  1180. </summary>
  1181. </member>
  1182. <member name="M:Delta.Utilities.Graphics.VertexElement.ShortCompress(System.Single)">
  1183. <summary>
  1184. Short compression is only for values between -1.0 and +1.0.
  1185. </summary>
  1186. </member>
  1187. <member name="M:Delta.Utilities.Graphics.VertexElement.SignedByteCompress(System.Single)">
  1188. <summary>
  1189. Byte compression is only for normalized values between -1.0 and +1.0.
  1190. </summary>
  1191. </member>
  1192. <member name="M:Delta.Utilities.Graphics.VertexElement.Position3DDecompress(System.Int16)">
  1193. <summary>
  1194. Decompress a short value to a float.
  1195. Return min value: -75.0
  1196. Return max value: +75.0
  1197. </summary>
  1198. </member>
  1199. <member name="M:Delta.Utilities.Graphics.VertexElement.Position2DDecompress(System.Int16)">
  1200. <summary>
  1201. Position 2D decompress
  1202. </summary>
  1203. </member>
  1204. <member name="M:Delta.Utilities.Graphics.VertexElement.ShortDecompress(System.Int16)">
  1205. <summary>
  1206. Short decompression.
  1207. </summary>
  1208. </member>
  1209. <member name="M:Delta.Utilities.Graphics.VertexElement.SignedByteDecompress(System.SByte)">
  1210. <summary>
  1211. Decompress a byte value to a float (for normals, tangents, etc.)
  1212. Return min value: -1.0
  1213. Return max value: +1.0
  1214. </summary>
  1215. </member>
  1216. <member name="P:Delta.Utilities.Graphics.VertexElement.Type">
  1217. <summary>
  1218. Type for this vertex element (position, uv, etc.)
  1219. </summary>
  1220. </member>
  1221. <member name="P:Delta.Utilities.Graphics.VertexElement.IsCompressed">
  1222. <summary>
  1223. Is this vertex element compressed? Usually true for iPhone, Android
  1224. and WP7 to save bandwidth (about half), but some vertex format types
  1225. like color and skin data are already compressed and cannot be more
  1226. compact. Most VertexFormats like Position2DTexture really get much
  1227. smaller with compressed on (down to 10 bytes from 20 uncompressed).
  1228. </summary>
  1229. </member>
  1230. <member name="P:Delta.Utilities.Graphics.VertexElement.Size">
  1231. <summary>
  1232. Size in bytes of this vertex element. Used to find the offset for the
  1233. next element mostly and for the total vertex size in bytes of course.
  1234. </summary>
  1235. </member>
  1236. <member name="P:Delta.Utilities.Graphics.VertexElement.Offset">
  1237. <summary>
  1238. Offset from the start of the vertex data to this element in bytes.
  1239. Calculated in VertexFormat constructor.
  1240. </summary>
  1241. </member>
  1242. <member name="P:Delta.Utilities.Graphics.VertexElement.ComponentCount">
  1243. <summary>
  1244. Returns the number of components of that element.
  1245. E.g. Color = 4, Vector (Position, Normal) = 3, Point (UV) = 2.
  1246. </summary>
  1247. </member>
  1248. <member name="P:Delta.Utilities.Graphics.VertexElement.IsNormalized">
  1249. <summary>
  1250. Is normalized? Currently used for compressed Texture UVs, Normals,
  1251. Tangents, Color and SkinWeights. This is used to save bandwidth
  1252. because compressed vertex data is smaller, but needs to be normalized
  1253. usually (except when we account for it in the shader like for
  1254. position vertex data via the World or WorldViewProj matrices).
  1255. </summary>
  1256. </member>
  1257. <member name="P:Delta.Utilities.Graphics.VertexElement.IsByteFormat">
  1258. <summary>
  1259. Is byte format? Currently only used for colors. Use IsSignedByteFormat
  1260. for normals, tangents and binormals.
  1261. </summary>
  1262. </member>
  1263. <member name="P:Delta.Utilities.Graphics.VertexElement.IsSignedByteFormat">
  1264. <summary>
  1265. Is signed byte format? Only used for normals, tangents, binormals.
  1266. Colors use IsByteFormat (unsigned).
  1267. </summary>
  1268. </member>
  1269. <member name="P:Delta.Utilities.Graphics.VertexElement.IsShortFormat">
  1270. <summary>
  1271. Is short format? Used mostly for compressed vertex data. If this
  1272. and IsByteFormat are false the vertex element components are floats!
  1273. </summary>
  1274. </member>
  1275. <member name="T:Delta.Utilities.Graphics.VertexElement.VertexElementTests">
  1276. <summary>
  1277. Tests
  1278. </summary>
  1279. </member>
  1280. <member name="M:Delta.Utilities.Graphics.VertexElement.VertexElementTests.GetSize">
  1281. <summary>
  1282. Get size
  1283. </summary>
  1284. </member>
  1285. <member name="T:Delta.Utilities.Graphics.ShaderFeatures.UI2DShaderFeature">
  1286. <summary>
  1287. UI2D shader feature
  1288. </summary>
  1289. </member>
  1290. <member name="M:Delta.Utilities.Graphics.ShaderFeatures.UI2DShaderFeature.#ctor">