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.
View code on GitHub | |
Drawing LineMaterialShouldNotUseDiffuseMap | ||
Geometry |
Base class for GPU geometry data.
View code on GitHub | |
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.
View code on GitHub | |
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 |