Microsoft.Xna.Framework.Graphics Namespace
Contains low-level application programming interface (API) methods that take advantage of hardware acceleration capabilities to display 3D objects.
Classes
Name | Description | |
---|---|---|
BasicDirectionalLight | Provides methods for manipulating the directional lights used by the BasicEffect class. | |
BasicEffect | Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting. | |
ClipPlane | Represents the device clipping plane. | |
ClipPlaneCollection | Manipulates a collection of ClipPlane objects. | |
CompilationFailedException | The exception that is thrown if the compilation of an effect fails. | |
CompilerIncludeHandler | The abstract base class for custom compiler include file handlers. | |
DepthStencilBuffer | Queries and prepares depth stencil buffers. | |
DeviceLostException | The exception that is thrown when the device has been lost but cannot be reset at this time. Therefore, rendering is not possible. | |
DeviceNotResetException | The exception that is thrown when the device has been lost but can be reset at this time. | |
DeviceNotSupportedException | The exception that is thrown when the graphics device does not support the requested capabilities. | |
DeviceStillDrawingException | The error that is thrown when the device is still drawing. | |
DriverInternalErrorException | The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. | |
Effect | Used to set and query effects and choose techniques. | |
EffectAnnotation | Represents an annotation to an EffectParameter. | |
EffectAnnotationCollection | Manipulates a collection of EffectAnnotation objects. | |
EffectFunction | Represents a function on an Effect. | |
EffectFunctionCollection | Manipulates a collection of EffectFunction objects. | |
EffectParameter | Represents an Effect parameter. | |
EffectParameterBlock | Represents an EffectParameter state block. | |
EffectParameterCollection | Manipulates a collection of EffectParameter objects. | |
EffectPass | Represents an effect pass. | |
EffectPassCollection | Manipulates a collection of EffectPass objects. | |
EffectPool | Allows applications to share resources between effects. | |
EffectTechnique | Represents an effect technique. | |
EffectTechniqueCollection | Manipulates a collection of EffectTechnique objects. | |
GammaRamp | Contains red, green, and blue ramp data. | |
GraphicsAdapter | Provides methods to retrieve and manipulate graphics adapters. | |
GraphicsDevice | Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. | |
GraphicsDeviceCapabilities | Represents the capabilities of the hardware. | |
GraphicsResource | Queries and prepares resources. | |
IndexBuffer | Describes the rendering order of the vertices in a vertex buffer. | |
Model | Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. | |
ModelBone | Represents bone data for a model. | |
ModelBoneCollection | Represents a set of bones associated with a model. | |
ModelEffectCollection | Represents a collection of effects associated with a model. | |
ModelMesh | Represents a mesh that is part of a Model. | |
ModelMeshCollection | Represents a collection of ModelMesh objects. | |
ModelMeshPart | Represents a batch of geometry information to submit to the graphics device during rendering. Each ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple ModelMeshPart objects, typically based on material information. | |
ModelMeshPartCollection | Represents a collection of ModelMeshPart objects. | |
OutOfVideoMemoryException | The exception that is thrown when Direct3D does not have enough display memory to perform the operation. | |
PixelShader | Encapsulates the functionality of a pixel shader. | |
PresentationParameters | Contains presentation parameters. | |
RenderState | Defines the render state of a graphics device. | |
RenderTarget | Represents a resource that will be written to at the end of a render pass. | |
RenderTarget2D | Represents a 2D texture resource that will be written to at the end of a render pass. | |
RenderTargetCube | Represents a cubic texture resource that will be written to at the end of a render pass. | |
ResourceCreatedEventArgs | Contains event data. | |
ResourceDestroyedEventArgs | Arguments for a ResourceDestroyed event. | |
SamplerState | Contains sampler states for the device. | |
SamplerStateCollection | Collection of SamplerState objects. | |
ShaderCompiler | Compiles and decompiles high-level shader language (HLSL) shaders. | |
ShaderConstant | Describes a shader constant. | |
ShaderConstantCollection | Manipulates a collection of ShaderConstant objects. | |
ShaderConstantTable | Contains the variables that are used by high-level language shaders and effects. | |
SpriteBatch | Enables a group of sprites to be drawn using the same settings. | |
SpriteFont | Represents a font texture. | |
StateBlock | Encapsulates render states. | |
Texture | Represents a texture resource. | |
Texture2D | Represents a 2D grid of texels. | |
Texture3D | Represents a 3D volume of texels. | |
TextureCollection | Represents a collection of Texture objects. | |
TextureCube | Represents a set of six 2D textures, one for each face of a cube. | |
VertexBuffer | Represents a list of 3D vertices to be streamed to the graphics device. | |
VertexDeclaration | Represents a vertex declaration. | |
VertexShader | Encapsulates the functionality of a vertex shader. | |
VertexStream | Represents a vertex stream. | |
VertexStreamCollection | Collection of VertexStream objects. |
Interfaces
Name | Description | |
---|---|---|
IGraphicsDeviceService | Defines a mechanism for retrieving GraphicsDevice objects. |
Structures
Name | Description | |
---|---|---|
Color | Represents a color using Red, Green, Blue, and Alpha values. | |
CompiledEffect | Represents a compiled Effect. | |
CompiledShader | Represents a compiled shader. | |
CompilerMacro | Represents a compiler macro. | |
DisplayMode | Describes the display mode. | |
DisplayModeCollection | Manipulates a collection of DisplayMode structures. | |
GraphicsDeviceCapabilities.AddressCaps | Represents the texture addressing capabilities for Texture structures. | |
GraphicsDeviceCapabilities.BlendCaps | Represents the supported blend capabilities. | |
GraphicsDeviceCapabilities.CompareCaps | Represents comparison capabilities. | |
GraphicsDeviceCapabilities.CursorCaps | Represents hardware support for cursors. | |
GraphicsDeviceCapabilities.DeclarationTypeCaps | Represents data types contained in a vertex declaration. | |
GraphicsDeviceCapabilities.DeviceCaps | Represents device-specific capabilities. | |
GraphicsDeviceCapabilities.DriverCaps | Represents driver-specific capabilities. | |
GraphicsDeviceCapabilities.FilterCaps | Represents texture filter capabilities. | |
GraphicsDeviceCapabilities.LineCaps | Represents the capabilities for line-drawing primitives. | |
GraphicsDeviceCapabilities.PixelShaderCaps | Represents pixel shader capabilities. | |
GraphicsDeviceCapabilities.PrimitiveCaps | Represents driver primitive capabilities. | |
GraphicsDeviceCapabilities.RasterCaps | Represents raster-drawing capabilities. | |
GraphicsDeviceCapabilities.ShadingCaps | Represents shading operations capabilities | |
GraphicsDeviceCapabilities.StencilCaps | Represents driver stencil capabilities. | |
GraphicsDeviceCapabilities.TextureCaps | Represents miscellaneous texture-mapping capabilities | |
GraphicsDeviceCapabilities.VertexFormatCaps | Represents flexible vertex format capabilities. | |
GraphicsDeviceCapabilities.VertexProcessingCaps | Represents vertex processing capabilities. | |
GraphicsDeviceCapabilities.VertexShaderCaps | Represents vertex shader version 2_0 extended capabilities. | |
GraphicsDeviceCreationParameters | Describes the creation parameters for a device. | |
RasterStatus | Describes the raster status. | |
ShaderSemantic | Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters. | |
TextureCreationParameters | Describes the parameters to use when initializing a new instance of a texture. | |
TextureInformation | Encapsulates information describing texture resources. | |
VertexElement | Defines input vertex data to the pipeline. | |
VertexPositionColor | Describes a custom vertex format structure that contains position and color information. | |
VertexPositionColorTexture | Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. | |
VertexPositionNormalTexture | Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. | |
VertexPositionTexture | Describes a custom vertex format structure that contains position and one set of texture coordinates. | |
Viewport | Defines the window dimensions of a render-target surface onto which a 3D volume projects. |
Enumerations
Name | Description | |
---|---|---|
Blend | Defines color blending factors. | |
BlendFunction | Defines how to combine a source color with the destination color already on the render target for color blending. | |
ClearOptions | Specifies the buffer to use when calling Clear. | |
ColorWriteChannels | Defines the color channels that can be chosen for a per-channel write to a render target color buffer. | |
CompareFunction | Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. | |
CompilerIncludeHandlerType | Identifies an include file as a local or system resource. | |
CompilerOptions | Defines optimization options that may be chosen for shader and effect code compilation. | |
CreateOptions | Defines options to control the focus behavior and vertex processing of a graphics device. | |
CubeMapFace | Defines the faces of a cube map in the TextureCube class type. | |
CullMode | Defines winding orders that may be used to identify back faces for culling. | |
DepthFormat | Defines the format of data in a depth buffer. | |
DeviceType | Specifies the type of device driver. | |
EffectParameterClass | Defines classes that can be used for effect parameters or shader constants. | |
EffectParameterType | Defines types that can be used for effect parameters or shader constants. | |
FillMode | Describes options for filling the vertices and lines that define a primitive. | |
FilterOptions | Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices. | |
FogMode | Defines constants that describe the fog mode. | |
GraphicsDeviceStatus | Describes the status of the device. | |
ImageFileFormat | Defines supported image file formats that may be used for textures. | |
IndexElementSize | Defines the size of an element of an index buffer. | |
MultiSampleType | Defines the levels of full-scene multisampling that the device can apply. | |
PresentInterval | Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed. | |
PresentOptions | Defines flags that control the behavior of the back buffer and depth buffer. | |
PrimitiveType | Defines how data in a vertex stream is interpreted during a draw call. | |
QueryUsages | Defines options for querying device resource formats. | |
ResourceManagementMode | Defines the memory class that holds the buffers for a resource. | |
ResourceType | Defines resource types. | |
ResourceUsage | Defines options that identify the behavior of a resource. | |
SaveStateMode | Defines options for saving the graphics device state before and after an effect technique is applied. | |
SetDataOptions | Describes whether existing buffer data will be overwritten or discarded during a SetData operation. | |
ShaderProfile | Defines vertex and pixel shader versions. | |
ShaderRegisterSet | Defines the data type of a shader register. | |
SpriteBlendMode | The following flags are used to specify sprite blending rendering options to the flags parameter in Begin: | |
SpriteEffects | Defines sprite rotation options. | |
SpriteSortMode | Defines sprite sort-rendering options. | |
StencilOperation | Defines stencil buffer operations. | |
SurfaceFormat | Defines various types of surface formats. | |
SwapEffect | Defines how the device front buffer and back buffer are to be swapped when Present is called. | |
TextureAddressMode | Defines constants that describe supported texture-addressing modes. | |
TextureFilter | Defines how a texture will be filtered as it is minified for each mipmap level. | |
TextureWrapCoordinates | Defines supported wrap coordinates. | |
VertexElementFormat | Defines vertex element formats. | |
VertexElementMethod | Defines the tessellator processing method for a vertex element. | |
VertexElementUsage | Defines usage for vertex elements. |
See Also
Tasks
How to: Draw a Sprite
How to: Animate a Sprite
How to: Make a Texture with Masking
How to: Draw a Masked Sprite over a Background
How to: Make a Scrolling Background
How to: Rotate a Sprite
How to: Rotate a Group of Sprites
How to: Scale a Sprite
How to: Tint a Sprite
How to: Check for Shader Model 2.0 Support
How to: Use the Reference Device
How to: Use BasicEffect
How to: Draw Points, Lines, and Other 3D Primitives
How to: Create and Apply Custom Effects
How to: Create Custom Texture Effects