Microsoft.Xna.Framework.Graphics Namespace
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Provides classes for composing and rendering 3-D graphics.
Classes
Class | Description | |
---|---|---|
AlphaTestEffect | Contains a configurable effect that supports alpha testing. | |
BasicEffect | Contains a basic rendering effect. | |
BlendState | Contains blend state for the device. | |
DepthStencilState | Contains depth-stencil state for the device. | |
DirectionalLight | Creates a DirectionalLight object. | |
DualTextureEffect | Contains a configurable effect that supports two-layer multitexturing. | |
DynamicIndexBuffer | Describes the rendering order of the vertices in a vertex buffer. Use DynamicIndexBuffer for storing indices for dynamic vertices and IndexBuffer for indices of non-dynamic arrays. | |
DynamicVertexBuffer | Represents a list of 3D vertices to be streamed to the graphics device. Use DynamicVertexBufferfor dynamic vertex arrays and VertexBuffer for non-dynamic vertex arrays. | |
Effect | Used to set and query effects, and to choose techniques. | |
EffectPass | Contains rendering state for drawing with an effect; an effect can contain one or more passes. | |
EffectPassCollection | Manipulates a collection of EffectPass objects. | |
EffectTechnique | Represents an effect technique. | |
EffectTechniqueCollection | Manipulates a collection of EffectTechnique objects. | |
EnvironmentMapEffect | Contains a configurable effect that supports environment mapping. | |
GraphicsAdapter | Provides methods to retrieve and manipulate graphics adapters. | |
GraphicsDevice | Performs primitive-based rendering, creates resources, handles system-level variables, and creates shaders. | |
GraphicsDeviceExtensions | The GraphicsDevice extension methods. | |
GraphicsResource | Queries and prepares resources. | |
IndexBuffer | Describes the rendering order of the vertices in a vertex buffer. | |
PixelShader | Encapsulates the functionality of a pixel shader. | |
PresentationParameters | Contains presentation parameters. | |
RasterizerState | Contains rasterizer state, which determines how to convert vector data (shapes) into raster data (pixels). | |
RenderTarget2D | Contains a 2D texture that can be used as a render target. | |
RenderTargetCube | Represents a cubic texture resource that will be written to at the end of a render pass. | |
SamplerState | Contains sampler state, which determines how to sample texture data. | |
SamplerStateCollection | Collection of SamplerState objects. | |
SkinnedEffect | Contains a configurable effect for rendering skinned character models. | |
Texture | Represents a texture resource. | |
Texture2D | Represents a 2D grid 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 | A vertex declaration, which defines per-vertex data. | |
VertexShader | Encapsulates the functionality of a vertex shader. | |
ViewportExtensions | Defines the window dimensions of a render-target surface onto which a 3D volume projects. |
Structures
Structure | Description | |
---|---|---|
RenderTargetBinding | Binds an array of render targets. | |
VertexBufferBinding | Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device. | |
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. |
Interfaces
Interface | Description | |
---|---|---|
IEffectFog | Gets or sets fog parameters for the current effect. | |
IEffectLights | Gets or sets lighting parameters for the current effect. | |
IEffectMatrices | Gets or sets transformation matrix parameters for the current effect. | |
IVertexType | Vertex type interface which is implemented by a custom vertex type structure. |
Enumerations
Enumeration | 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. | |
BufferUsage | Specifies special usage of the buffer contents. | |
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. | |
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-stencil buffer. | |
FillMode | Describes options for filling the vertices and lines that define a primitive. | |
GraphicsProfile | Identifies the set of supported devices for the game based on device capabilities. | |
IndexElementSize | Defines the size of an element of an index buffer. | |
PrimitiveType | Defines how vertex data is ordered. | |
RenderTargetUsage | Determines how render target data is used once a new render target is set. | |
SetDataOptions | Describes whether existing vertex or index buffer data will be overwritten or discarded during a SetData operation. | |
StencilOperation | Defines stencil buffer operations. | |
SurfaceFormat | Defines various types of surface formats. | |
TextureAddressMode | Defines modes for addressing texels using texture coordinates that are outside of the typical range of 0.0 to 1.0. | |
TextureFilter | Defines filtering types during texture sampling. | |
VertexElementFormat | Defines vertex element formats. | |
VertexElementUsage | Defines usage for vertex elements. |