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/Dlls/Delta.Utilities.Graphics.xml

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   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">