"What Is" Articles for Sprites and Effects
These articles provide a brief introduction into graphics pipeline functionality.
In This Section
- What Is Antialiasing?
Antialiasing is a technique for softening or blurring sharp edges so they appear less jagged when rendered. - What Is a Back Buffer?
A back buffer is a render target whose contents will be sent to the device when GraphicsDevice.Present is called. - What Is Blend State?
Blend state controls how color and alpha values are blended when combining rendered data with existing render target data. - What Is Color Blending?
Color blending mixes two colors together to produce a third color. - What Is a Depth Buffer?
A depth buffer contains per-pixel floating-point data for the z depth of each pixel rendered. A depth buffer may also contain stencil data which can be used to do more complex rendering such as simple shadows or outlines. - What Is Depth Stencil State?
Depth stencil state controls how the depth buffer and the stencil buffer are used. - What Is a Depth Texture?
A depth texture, also known as a shadow map, is a texture that contains the data from the depth buffer for a particular scene. - What Is an Effect?
An effect initializes the graphics pipeline for performing transforms, lighting, applying textures, and adding per-pixel visual effects such as a glow or a lens flare. Under the covers, an effect implements at least one shader for processing vertices and at least one shader for processing pixels. - What Is a Model Bone?
A model bone is a matrix that represents the position of a mesh as it relates to other meshes in a 3D model. - What Is a Profile?
A profile is a feature set that is implemented in hardware. The Reach profile implements high-level shader language (HLSL) Shader Model 2.0 and the HiDef profile implements HLSL Shader Model 3.0. - What Is Rasterizer State?
Rasterizer state determines how to render 3D data such as position, color, and texture onto a 2D surface. - What Is a Render Target?
A render target is a memory buffer for rendering pixels. One common use for a render target is offscreen rendering. - What Is Sampler State?
Sampler state determines how texture data is sampled using texture addressing modes, filtering, and level of detail. - What Is a Stencil Buffer?
A stencil buffer contains per-pixel integer data which is used to add more control over which pixels are rendered. A stencil buffer can also be used in combination with a depth buffer to do more complex rendering such as simple shadows or outlines. - What are Vectors, Matrices, and Quaternions?
Presents an overview of the math-related functionality provided by the XNA Framework. - What Is a View Frustum?
A view frustum is a 3D volume that defines how models are projected from camera space to projection space. Objects must be positioned within the 3D volume to be visible. - What Is a Viewport?
A viewport is a 2D rectangle that defines the size of the rendering surface onto which a 3D scene is projected.