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 | |
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AlphaTestEffect | Contains a configurable effect that supports alpha testing. |
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BasicEffect | Contains a basic rendering effect. |
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BlendState | Contains blend state for the device. |
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DepthStencilState | Contains depth-stencil state for the device. |
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DeviceLostException | The exception that is thrown when the device has been lost, but cannot be reset at this time. Therefore, rendering is not possible. |
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DeviceNotResetException | The exception that is thrown when the device has been lost, but can be reset at this time. |
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DirectionalLight | Creates a DirectionalLight object. |
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DisplayMode | Describes the display mode. |
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DisplayModeCollection | Manipulates a collection of DisplayMode structures. |
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DualTextureEffect | Contains a configurable effect that supports two-layer multitexturing. |
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DynamicIndexBuffer | Describes the rendering order of the vertices in a vertex buffer. |
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DynamicVertexBuffer | Represents a list of 3D vertices to be streamed to the graphics device. |
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Effect | Used to set and query effects, and to choose techniques. |
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EffectAnnotation | Represents an annotation to an EffectParameter. |
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EffectAnnotationCollection | Manipulates a collection of EffectAnnotation objects. |
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EffectMaterial | Contains an effect subclass which is used to load data for an EffectMaterialContent type. |
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EffectParameter | Represents an Effect parameter. |
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EffectParameterCollection | Manipulates a collection of EffectParameter objects. |
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EffectPass | Contains rendering state for drawing with an effect; an effect can contain one or more passes. |
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EffectPassCollection | Manipulates a collection of EffectPass objects. |
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EffectTechnique | Represents an effect technique. |
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EffectTechniqueCollection | Manipulates a collection of EffectTechnique objects. |
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EnvironmentMapEffect | Contains a configurable effect that supports environment mapping. |
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GraphicsAdapter | Provides methods to retrieve and manipulate graphics adapters. |
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GraphicsDevice | Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. |
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GraphicsDeviceExtensions | An extension of the GraphicsDevice class that enables primitive based rendering for an application that renders using both Silverlight and XNA. |
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GraphicsResource | Queries and prepares resources. |
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IndexBuffer | Describes the rendering order of the vertices in a vertex buffer. |
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Model | Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. |
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ModelBone | Represents bone data for a model. |
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ModelBoneCollection | Represents a set of bones associated with a model. |
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ModelEffectCollection | Represents a collection of effects associated with a model. |
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ModelMesh | Represents a mesh that is part of a Model. |
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ModelMeshCollection | Represents a collection of ModelMesh objects. |
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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. |
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ModelMeshPartCollection | Represents a collection of ModelMeshPart objects. |
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NoSuitableGraphicsDeviceException | Thrown when no available graphics device fits the given device preferences. |
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OcclusionQuery | Used to perform an occlusion query against the latest drawn objects. |
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PresentationParameters | Contains presentation parameters. |
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RasterizerState | Contains rasterizer state, which determines how to convert vector data (shapes) into raster data (pixels). |
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RenderTarget2D | Contains a 2D texture that can be used as a render target. |
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RenderTargetCube | Represents a cubic texture resource that will be written to at the end of a render pass. |
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ResourceCreatedEventArgs | Contains event data. |
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ResourceDestroyedEventArgs | Arguments for a ResourceDestroyed event. |
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SamplerState | Contains sampler state, which determines how to sample texture data. |
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SamplerStateCollection | Collection of SamplerState objects. |
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SkinnedEffect | Contains a configurable effect for rendering skinned character models. |
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SpriteBatch | Enables a group of sprites to be drawn using the same settings. |
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SpriteFont | Represents a font texture. |
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Texture | Represents a texture resource. |
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Texture2D | Represents a 2D grid of texels. |
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Texture3D | Represents a 3D volume of texels. |
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TextureCollection | Represents a collection of Texture objects. |
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TextureCube | Represents a set of six 2D textures, one for each face of a cube. |
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UIElementRenderer | An object for rendering a Silverlight UIElement into a texture. |
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VertexBuffer | Represents a list of 3D vertices to be streamed to the graphics device. |
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VertexDeclaration | A vertex declaration, which defines per-vertex data. |
Interfaces
Name | Description | |
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IEffectFog | Gets or sets fog parameters for the current effect. |
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IEffectLights | Gets or sets lighting parameters for the current effect. |
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IEffectMatrices | Gets or sets transformation matrix parameters for the current effect. |
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IGraphicsDeviceService | Defines a mechanism for retrieving GraphicsDevice objects. |
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IVertexType | Vertex type interface which is implemented by a custom vertex type structure. |
Structures
Name | Description | |
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ModelBoneCollection.Enumerator | Provides the ability to iterate through the bones in an ModelBoneCollection. |
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ModelEffectCollection.Enumerator | Provides the ability to iterate through the bones in an ModelEffectCollection. |
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ModelMeshCollection.Enumerator | Provides the ability to iterate through the bones in an ModelMeshCollection. |
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ModelMeshPartCollection.Enumerator | Provides the ability to iterate through the bones in an ModelMeshPartCollection. |
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RenderTargetBinding | Binds an array of render targets. |
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VertexBufferBinding | Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device. |
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VertexElement | Defines input vertex data to the pipeline. |
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VertexPositionColor | Describes a custom vertex format structure that contains position and color information. |
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VertexPositionColorTexture | Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. |
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VertexPositionNormalTexture | Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. |
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VertexPositionTexture | Describes a custom vertex format structure that contains position and one set of texture coordinates. |
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Viewport | Defines the window dimensions of a render-target surface onto which a 3D volume projects. |
Enumerations
Name | Description | |
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Blend | Defines color blending factors. |
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BlendFunction | Defines how to combine a source color with the destination color already on the render target for color blending. |
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BufferUsage | Specifies special usage of the buffer contents. |
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ClearOptions | Specifies the buffer to use when calling Clear. |
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ColorWriteChannels | Defines the color channels that can be chosen for a per-channel write to a render target color buffer. |
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CompareFunction | Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. |
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CubeMapFace | Defines the faces of a cube map in the TextureCube class type. |
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CullMode | Defines winding orders that may be used to identify back faces for culling. |
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DepthFormat | Defines the format of data in a depth-stencil buffer. |
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EffectParameterClass | Defines classes that can be used for effect parameters or shader constants. |
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EffectParameterType | Defines types that can be used for effect parameters or shader constants. |
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FillMode | Describes options for filling the vertices and lines that define a primitive. |
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GraphicsDeviceStatus | Describes the status of the device. |
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GraphicsProfile | Identifies the set of supported devices for the game based on device capabilities. |
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IndexElementSize | Defines the size of an element of an index buffer. |
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PresentInterval | Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed. |
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PrimitiveType | Defines how vertex data is ordered. |
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RenderTargetUsage | Determines how render target data is used once a new render target is set. |
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SetDataOptions | Describes whether existing vertex or index buffer data will be overwritten or discarded during a SetData operation. |
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SpriteEffects | Defines sprite mirroring options. |
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SpriteSortMode | Defines sprite sort-rendering options. |
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StencilOperation | Defines stencil buffer operations. |
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SurfaceFormat | Defines various types of surface formats. |
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TextureAddressMode | Defines modes for addressing texels using texture coordinates that are outside of the typical range of 0.0 to 1.0. |
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TextureFilter | Defines filtering types during texture sampling. |
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VertexElementFormat | Defines vertex element formats. |
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VertexElementUsage | Defines usage for vertex elements. |