C# 클래스 Vector.Gpu.Device

Abstract class Device.

Contains Standard Rendering Methods and State Management.

상속: IDisposable
파일 보기 프로젝트 열기: sinclairzx81/vector-cs 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
indexBuffer IndexBuffer
state State
textures Vector.Gpu.TextureBase[]
vertexDeclaration VertexDeclaration

공개 메소드들

메소드 설명
Clear ( ClearFlags flags, float red, float green, float blue, float alpha, float depth, int stencil ) : void

Clears the FrameBuffer.

Clear ( Color color ) : void

Clears the FrameBuffer

Clear ( float red, float green, float blue, float alpha ) : void

Clears the FrameBuffer.

(Automatically Clears the Depth Buffer Bit, Stencil Color Bit and the Color Bit)

Device ( ) : System
Dispose ( ) : void

Disposes this Object

Draw ( Topology topology ) : void

Draws the currently bound source objects associated with this device.

A valid VertexDeclaration, VertexBuffer, IndexBuffer and Optional Texture must be bound before calling this method.

DrawInstanced ( Topology topology, int primitiveCount ) : void

Only Availible on NVidia 8800's (Time of writing).

Draws buffers as instanced. Primitive Count refers to the amount of times the object is drawn. inside a shader. The instance can be looked up via the gl_InstanceId sematic.

GetExtensions ( ) : string[]
Present ( ) : void

Presents the Current OpenGL framebuffer to the drawing surface

SetVertexBuffer ( int streamIndex, VertexBuffer vertexBuffer ) : void

Sets the Vertex Buffer for a given rendering pass.

보호된 메소드들

메소드 설명
Create ( ) : void

비공개 메소드들

메소드 설명
DisableTextures ( ) : void
DisableVertexDeclaration ( ) : void
EnableStates ( ) : void
EnableTextures ( ) : void
EnableVertexDeclaration ( ) : void

메소드 상세

Clear() 공개 메소드

Clears the FrameBuffer.
public Clear ( ClearFlags flags, float red, float green, float blue, float alpha, float depth, int stencil ) : void
flags ClearFlags
red float
green float
blue float
alpha float
depth float
stencil int
리턴 void

Clear() 공개 메소드

Clears the FrameBuffer
public Clear ( Color color ) : void
color Color
리턴 void

Clear() 공개 메소드

Clears the FrameBuffer.

(Automatically Clears the Depth Buffer Bit, Stencil Color Bit and the Color Bit)

public Clear ( float red, float green, float blue, float alpha ) : void
red float
green float
blue float
alpha float
리턴 void

Create() 보호된 추상적인 메소드

protected abstract Create ( ) : void
리턴 void

Device() 공개 메소드

public Device ( ) : System
리턴 System

Dispose() 공개 추상적인 메소드

Disposes this Object
public abstract Dispose ( ) : void
리턴 void

Draw() 공개 메소드

Draws the currently bound source objects associated with this device.

A valid VertexDeclaration, VertexBuffer, IndexBuffer and Optional Texture must be bound before calling this method.

public Draw ( Topology topology ) : void
topology Topology
리턴 void

DrawInstanced() 공개 메소드

Only Availible on NVidia 8800's (Time of writing).

Draws buffers as instanced. Primitive Count refers to the amount of times the object is drawn. inside a shader. The instance can be looked up via the gl_InstanceId sematic.

public DrawInstanced ( Topology topology, int primitiveCount ) : void
topology Topology
primitiveCount int
리턴 void

GetExtensions() 공개 메소드

public GetExtensions ( ) : string[]
리턴 string[]

Present() 공개 추상적인 메소드

Presents the Current OpenGL framebuffer to the drawing surface
public abstract Present ( ) : void
리턴 void

SetVertexBuffer() 공개 메소드

Sets the Vertex Buffer for a given rendering pass.
public SetVertexBuffer ( int streamIndex, VertexBuffer vertexBuffer ) : void
streamIndex int
vertexBuffer VertexBuffer
리턴 void

프로퍼티 상세

indexBuffer 보호되어 있는 프로퍼티

protected IndexBuffer,Vector.Gpu indexBuffer
리턴 IndexBuffer

state 보호되어 있는 프로퍼티

protected State,Vector.Gpu state
리턴 State

textures 보호되어 있는 프로퍼티

protected TextureBase[],Vector.Gpu textures
리턴 Vector.Gpu.TextureBase[]

vertexDeclaration 보호되어 있는 프로퍼티

protected VertexDeclaration,Vector.Gpu vertexDeclaration
리턴 VertexDeclaration