| Interface | Description |
|---|---|
| Graphics | |
| GraphicsResource | |
| MaskTextureGraphics | |
| Material |
TODO: 3D - Need documentation
This class represents base material for retained mode rendering
|
| MediaFrame |
This interface describes a video image as received by the media stack.
|
| Mesh |
TODO: 3D - Need documentation
This class represents mesh geometry data object
|
| MeshView |
TODO: 3D - Need documentation
This class represents new retained mode rendering object
it has a { mesh, material, position, lights and other common rendering properties
|
| PhongMaterial |
TODO: 3D - Need documentation
This class represents a phong material for retained mode rendering
|
| PixelSource |
An interface to facilitate the asynchronous delivery of frames of pixels
between threads with support for an arbitrary number of outstanding
delivery requests.
|
| Presentable | |
| PrinterGraphics |
A tagging interface to be implemented by any Graphics that
supports printing.
|
| ReadbackGraphics | |
| ReadbackRenderTarget | |
| RectShadowGraphics |
Marker interface to indicate that the implementing class can directly
render shadow effects.
|
| RenderTarget | |
| ResourceFactory | |
| ResourceFactoryListener |
Interface for receiving notifications about resource factory state changes.
|
| RTTexture | |
| Surface | |
| Texture |
| Class | Description |
|---|---|
| BasicStroke | |
| BasicStroke.CAGShapePair | |
| GraphicsPipeline | |
| Image | |
| MultiTexture |
A "texture" that wraps a list of sub-textures and values needed for multitexturing.
|
| PresentableState |
PresentableState is intended to provide for a shadow copy of View/Window
state for use off the event thread.
|
| TextureMap |
A wrapper class to hold map related information for the PhongMaterial
|
| Enum | Description |
|---|---|
| CompositeMode | |
| GraphicsPipeline.ShaderModel | |
| GraphicsPipeline.ShaderType | |
| PhongMaterial.MapType | |
| PixelFormat | |
| PixelFormat.DataType | |
| Texture.Usage |
A hint indicating whether the contents of the texture will
be changing frequently (DYNAMIC) or mostly stable for the lifetime
of the texture (STATIC).
|
| Texture.WrapMode |
Specifies the behavior when texels are accessed outside the physical
bounds of the texture.
|