Classes
Class | Description | |
---|---|---|
![]() | CircularBuffer |
Provides a way to render lots of small batches inside a much larger circular vertex buffer.
Each buffer uses one shader with a specific vertex format plus a blend mode and draw mode.
http://blogs.msdn.com/b/shawnhar/archive/2010/07/07/setdataoptions-nooverwrite-versus-discard.aspx
View code on GitHub |
![]() | CircularBuffer Chunk |
Keeps the offsets for each texture chunk to be rendered in this circular buffer this frame.
View code on GitHub |
![]() | CircularBuffer TooManyVerticesForCircularBuffer | |
![]() | DdsHeader | |
![]() | Device |
The graphics device clears everything via at the beginning of each frame
and shows the render buffer on screen at the end of each frame via .
Clear Present View code on GitHub |
![]() | Drawing |
Draws shapes, images and geometries. Framework independent, but needs a graphic device.
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![]() | Drawing LineMaterialShouldNotUseDiffuseMap | |
![]() | Geometry |
Base class for GPU geometry data.
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![]() | Geometry EmptyGeometryFileGiven | |
![]() | Geometry GeometryData | |
![]() | Geometry InvalidNumberOfIndices | |
![]() | Geometry InvalidNumberOfVertices | |
![]() | GeometryCreationData | |
![]() | ShaderCodeDX11 |
Default source code for the DirectX 11 shaders
Note: When the next ShaderFlag feature will be added the shader code needs to be generated on
the Server.
View code on GitHub |
![]() | ShaderCodeDX9 |
Default source code for the DirectX 9 shaders
Note: When the next ShaderFlag feature will be added the shader code needs to be generated on
the Server.
View code on GitHub |
![]() | ShaderCodeOpenGL |
Default source code for the OpenGL shaders
Note: When the next ShaderFlag feature will be added the shader code needs to be generated on
the Server.
View code on GitHub |
![]() | ShaderWithFormat |
Adds graphics specific features to a shader object like VertexFormat and the shader code.
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![]() | ShaderWithFormat ShaderFlagsNotSupported | |
![]() | ShaderWithFormatCreationData |
Creates a shader directly from vertex and fragment shader code for OpenGL frameworks plus
HLSL code for DirectX frameworks. If you only provide shader code for a specific framework,
it breaks multiplatform compatibility. Use this only for testing and use content normally.
View code on GitHub |
Interfaces
Interface | Description | |
---|---|---|
![]() | ScreenshotCapturer |
For taking screenshots.
View code on GitHub |
Enumerations
Enumeration | Description | |
---|---|---|
![]() | Culling |
Defines which mode the graphics device will use for culling. By default culling is on in DE.
View code on GitHub |