C# (CSharp) Axiom.Graphics Namespace

Classes

Name Description
AnyBuilder Base class for classes that iterate over the vertices in a mesh
AutoParamDataSource This utility class is used to hold the information used to generate the matrices and other information required to automatically populate GpuProgramParameters.
BufferStream This class is intended to allow a clean stream interface for writing to hardware buffers. An instance of this would be returned by one of the HardwareBuffer.Lock methods, which would allow easily and safely writing to a hardware buffer without having to use unsafe code.
CapsUtil
CompositeRenderSystemOperation Base class for other render system operations
CompositeTargetOperation Operation setup for a RenderTarget (collected).
CompositionPass Object representing one pass or operation in a composition sequence. This provides a method to conviently interleave RenderSystem commands between Render Queues.
CompositionPass.InputTexture
CompositionTargetPass Object representing one pass or operation in a composition sequence. This provides a method to conviently interleave RenderSystem commands between Render Queues.
CompositionTechnique Base composition technique, can be subclassed in plugins.
CompositionTechnique.TextureDefinition Local texture definitions
Compositor Class representing a Compositor object. Compositors provide the means to flexibly "composite" the final rendering result from multiple scene renders and intermediate operations like rendering fullscreen quads. This makes it possible to apply postfilter effects, HDRI postprocessing, and shadow effects to a Viewport.
CompositorInstance An instance of a Compositor object for one Viewport. It is part of the CompositorChain for a Viewport.
CompositorInstance.QueueIDAndOperation A pairing of int and CompositeRenderSystemOperation, needed because the collection in TargetOperation must be ordered
CompositorInstanceMaterialEventArgs
CompositorInstanceResourceEventArgs
CompositorLogic Implementation base class for compositor logics, which can be automatically bound to compositors, allowing per-compositor logic (such as attaching a relevant listener) to happen automatically.
CompositorScriptLoader
CompositorScriptLoader.CompositorScriptContext Struct for holding the script context while parsing.
DefaultHardwareBufferManager
DefaultHardwareBufferManagerBase Specialization of HardwareBufferManagerBase to emulate hardware buffers.
DefaultHardwareIndexBuffer
DefaultHardwareVertexBuffer
DriverVersion DriverVersion is used by RenderSystemCapabilities and both GL and D3D9 to store the version of the current GPU driver
EdgeData This class contains the information required to describe the edge connectivity of a given set of vertices and indexes.
EdgeData.Edge Edge data.
EdgeData.EdgeGroup A group of edges sharing the same vertex data.
EdgeData.Triangle Basic triangle structure.
GpuProgramManager Summary description for GpuProgramManager.
GpuProgramParameters Collects together the program parameters used for a GpuProgram.
GpuProgramParameters.AutoConstantDefinition
GpuProgramParameters.GpuConstantDefinition Information about predefined program constants.
GpuProgramParameters.GpuLogicalBufferStruct
GpuProgramParameters.GpuNamedConstants class collecting together the information for named constants.
GpuProgramParameters.GpuNamedConstantsSerializer Simple class for loading / saving GpuNamedConstants
GpuProgramParameters.GpuSharedParameters
GpuProgramParameters.ParameterEntry
GpuProgramUsage This class makes the usage of a vertex and fragment programs (low-level or high-level), with a given set of parameters, explicit.
HardwareAnimationData Struct used to hold hardware morph / pose vertex data information
HardwareBufferManager Abstract singleton class for managing hardware buffers, a concrete instance of this will be created by the RenderSystem.
HardwareIndexBuffer Describes the graphics API independent functionality required by a hardware index buffer.
HardwareOcclusionQuery Interface specification for hardware queries that can be used to find the number of fragments rendered by the last render operation.
HardwareVertexBuffer Describes the graphics API independent functionality required by a hardware vertex buffer.
HighLevelGpuProgramManager This ResourceManager manages high-level vertex and fragment programs.
IlluminationPass Struct recording a pass which can be used for a specific illumination stage.
IndexData Summary class collecting together index data source information.
LayerBlendModeEx Utility class for handling texture layer blending parameters.
Material Class encapsulating the rendering properties of an object.
MovablePlane Definition of a Plane that may be attached to a node, and the derived details of it retrieved simply.
NullProgram
NullProgramFactory
Pass Class defining a single pass of a Technique (of a Material), ie a single rendering call.
RSClearOperation Clear framebuffer RenderSystem operation
RSQuadOperation "Render quad" RenderSystem operation
RSRestoreSchemeOperation Restore the settings changed by the set scheme operation
RSSetSchemeOperation "Set material scheme" RenderSystem operation
RSStencilOperation "Set stencil state" RenderSystem operation
RenderOperation Contains all the information required to render a set of vertices. This includes a list of VertexBuffers.
RenderQueue Class to manage the scene object rendering queue.
RenderQueueInvocation
RenderTarget A 'canvas' which can receive the results of a rendering operation.
RenderTarget.FrameStatistics Holds all the current statistics for a RenderTarget
RenderTargetEventArgs Event arguments for render target updates.
RenderTargetViewportEventArgs Event arguments for viewport updates while processing a RenderTarget.
RenderTexture Custom RenderTarget that allows for rendering a scene to a texture.
RenderablePass Internal structure reflecting a single Pass for a Renderable
ShadowCaster This class defines the interface that must be implemented by shadow casters.
ShadowRenderable Class which represents the renderable aspects of a set of shadow volume faces.
ShadowVolumeExtrudeProgram Static class containing source for vertex programs for extruding shadow volumes.
SpotShadowFadePng This exists so we don't have to be dependent on an external .png file for this core feature (PNG used to fade out the edges of spotlight shadows)
Technique Class representing an approach to rendering a particular Material.
Technique.GPUDeviceNameRule Rule controlling whether technique is deemed supported based on GPU device name
Technique.GPUVendorRule Rule controlling whether technique is deemed supported based on GPU vendor
TempBlendedBufferInfo Records the use of temporary blend buffers.
TextureEffect Class used to define parameters for a texture effect.
TextureUnitState Class representing the state of a single texture unit during a Pass of a Technique, of a Material.
UVWAddressing Texture addressing mode for each texture coordinate.
UnifiedHighLevelGpuProgram Specialization of HighLevelGpuProgram which just delegates its implementation to one other high level program, allowing a single program definition to represent one supported program from a number of options
UnifiedHighLevelGpuProgramFactory
VertexBufferBinding Records the state of all the vertex buffer bindings required to provide a vertex declaration with the input data it needs for the vertex elements.
VertexBufferLicense Structure holding details of a license to use a temporary shared buffer.
VertexData Summary class collecting together vertex source information.
VertexElement This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaration.