C# (CSharp) NewTOAPIA.GL Namespace

Nested Namespaces

NewTOAPIA.GL.Imaging
NewTOAPIA.GL.Types

Classes

Name Description
AmbientLight
AttributeStackClient
AttributeStackServer
BracketLineDrawing
BracketLineLoopDrawing
BracketLineStripDrawing
BracketLinesDrawing
BracketPointDrawing
BracketPolygonDrawing
BracketQuadStripDrawing
BracketQuadsDrawing
BracketTriangleFanDrawing
BracketTriangleStripDrawing
BracketTrianglesDrawing
BufferObjectIndices The BufferObjectIndices uses a target of BufferTarget.ElementArrayBuffer. It is best to indices for drawing elements.
BufferObjectVertices The BufferObjectVertices uses a target of BufferTarget.ArrayBuffer. It is best to store any vertex attributes, such as vertex coordinates, texture coordinates, normals and color component arrays.
Camera
ClientAttributeStack
DynamicTexture
GIObject
GL
GLAccumBuffer
GLAffectLightSpot
GLApplication
GLArrayFeature
GLAspect
GLAspectList
GLAspectPoints
GLAspectPolygon
GLBlendFunc
GLBracketDrawing
GLBufferList
GLBufferLockedBytes
GLBufferObject
GLClientFeatureList
GLClientStateFeature
GLControl
GLDepthBuffer
GLDisplayList
GLException
GLExtensions
GLFeature
GLFeatureAlphaTest
GLFeatureAutoNormal
GLFeatureBlend
GLFeatureColorArray
GLFeatureColorMaterial
GLFeatureColorSum
GLFeatureCullFace
GLFeatureDepthTest
GLFeatureDither
GLFeatureEdgeArray
GLFeatureFog
GLFeatureIndexArray
GLFeatureLighting
GLFeatureLineSmooth
GLFeatureList The list of features that are in the Graphics Interface. Features can be enabled and disabled. They may contain hints, and other related aspects.
GLFeatureMap1Vertex3
GLFeatureMap2Vertex3
GLFeatureMap2Vertex4
GLFeatureNormalArray
GLFeaturePointSmooth
GLFeaturePointSprite
GLFeaturePolygonSmooth
GLFeatureTextureCoordArray
GLFeatureTextureGenS
GLFeatureTextureGenT
GLFeatureVertexArray
GLFrameBuffer
GLFrameBufferObject
GLFrustum
GLHintedFeature
GLInfoStrings
GLLight
GLLightAttenuation
GLLightModel
GLMaterial
GLModel
GLNameStack
GLOrthographicCamera
GLPerspectiveCamera
GLPrimitiveDrawing
GLProjectionCamera This is the base class for all cameras. What they all have in common is: Location, LookAt, Up Beyond these basics, they apply their own transforms on a scene.
GLRenderBuffer
GLRenderTarget A GLRenderTarget is the encapsulation of a simple frame buffer object. The simplest frame buffer has a color buffer, and a depth buffer. It is constructed given a width and height in pixels. Usage: GLRenderTarget myTarget = new GLRenderTarget(width, height); myTarget.Bind(); // Do whatever rendering you want myTarget.Unbind(); The ColorBuffer property will contain the rendered color information.
GLRenderable
GLSLFragmentShader
GLSLGeometryShader
GLSLShader
GLSLUniformVariable
GLSLVertexShader
GLShadingModel
GLState
GLStencilBuffer
GLTextHelper
GLTexture
GLTexture2D
GLTextureEnvironment
GLTextureRectangle
GLTextureUnit The GPU may have multiple texture units. By definition there is at least one, and in many cases there will be multiple. When a texture is 'bound', it is bound to a specific texture unit. TextureUnit0, is the default texture unit. In order to access a texture from within GLSL code, the texture is referenced based on the TextureUnit that it is bound to. So, for example, a texture that is bound to TextureUnit3 would be accessed in a sampler2D using the ordinal value '3'. The property 'OrdinalForShaders' gives this value.
GLTriangle
GLUCube
GLUCylinder
GLUDisk
GLUSphere
GLUTorus
GLVertex
GLView
GLViewer
GLWindow Class: GLWindow
Glu
GraphicsInterface
HyperbolicInterpolation
Matrix4
MatrixNotInvertableException
Mesh3D
PackAlignmentCmd
PackLsbFirstCmd
PackRowLengthCmd
PackSkipPixelsCmd
PackSkipRowsCmd
PackSwapBytesCmd
PixelBufferObjectPacked
PixelBufferObjectUnpacked
PixelStoreBoolCommand
PixelStoreCommand
PixelStoreIntCommand
SpotLight
TextureCoordinates
TextureHelper
Texturing2D
UnpackAlignmentCmd
UnpackLsbFirstCmd
UnpackRowLengthCmd
UnpackSkipPixelsCmd
UnpackSkipRowsCmd
UnpackSwapBytesCmd
Vector2d
Vector2i
Viewport A Viewport contains the parameters necessary to define a section of the Backing Buffer. The coordinates are in screen space. The minZ and maxZ values represent values in the Depth buffer.
float3
float3x3
float3x4
float4
float4x3
float4x4
float4x4Exception