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 |
|