Eyeshot 11 WinForms API Reference
WinForms Assembly / devDept.Graphics Namespace / shaderType Enumeration

In This Topic
    shaderType Enumeration
    In This Topic
    Shader types definitions.
    Syntax
    'Declaration
     
    Public Enum shaderType 
       Inherits System.Enum
    public enum shaderType : System.Enum 
    Members
    MemberDescription
    BlurHor Applies a gaussian blur to a texture in the horizontal direction
    BlurVert Applies a gaussian blur to a texture in the vertical direction
    EnvironmentDraws with Phong lighting and environment mapping using the RenderContextBase.CurrentMaterial
    EnvironmentMulticolor Draws with Phong lighting and environment mapping specifying a normal and color per vertex
    EnvironmentMulticolorFEM Draws with Phong lighting and environment mapping specifying a normal and color per vertex, but clamps the diffuse value between 0 and 1 before applying the color, so it behaves similar to a texture
    EnvironmentMulticolorShadow Draws with Phong lighting, environment mapping and shadow mapping specifying one color per vertex
    EnvironmentMulticolorShadowFEM Draws with Phong lighting, environment mapping and shadow mapping specifying one color per vertex, but clamps the diffuse value between 0 and 1 before applying the color, so it behaves similar to a texture
    EnvironmentShadowDraws with Phong lighting, environment mapping and shadow mapping using the RenderContextBase.CurrentMaterial
    EnvironmentTexture1DDraws with Phong lighting, environment mapping and 1D texture using the RenderContextBase.CurrentMaterial
    EnvironmentTexture1DShadowDraws with Phong lighting, environment mapping, 1D texture and shadow mapping using the RenderContextBase.CurrentMaterial
    EnvironmentTexture2DDraws with Phong lighting, environment mapping and 2D texture using the RenderContextBase.CurrentMaterial
    EnvironmentTexture2DShadowDraws with Phong lighting, environment mapping, 2D texture and shadow mapping using the RenderContextBase.CurrentMaterial
    EnvironmentTexture2DShadowWithAlphaMapDraws with Phong lighting, environment mapping, 2D texture with Alpha map and shadow mapping using the RenderContextBase.CurrentMaterial
    EnvironmentTexture2DWithAlphaMapDraws with Phong lighting, environment mapping and 2D texture with alpha map using the RenderContextBase.CurrentMaterial
    MultiColor Draws with Phong lighting specifying a normal and color per vertex
    MultiColorFEM Draws with Phong lighting specifying a normal and color per vertex, but clamps the diffuse value between 0 and 1 before applying the color, so it behaves similar to a texture
    MultiColorNoLights Draws without lighting specifying a color per vertex
    MultiColorNoLightsThickLines Draws thick lines without lighting specifying a color per vertex
    MultiColorNoLightsThickLinesPerVertex Draws thick lines without lighting specifying a color and a line width per vertex
    MultiColorNoLightsThickPoints Draws thick points without lighting specifying a color per vertex
    MultiColorNoLightsThickPointsPerVertex Draws thick points without lighting specifying a color and point size per vertex
    MultiColorNoLightsWithNormals Draws without lighting specifying a normal and a color per vertex
    MultiColorSelectedDraws with Phong lighting specifying a normal and color (unused) per vertex but using the RenderContextBase.CurrentMaterial
    MultiColorShadow Draws with Phong lighting and shadow mapping specifying one color per vertex
    MultiColorShadowFEM Draws with Phong lighting and shadow mapping specifying one color per vertex, but clamps the diffuse value between 0 and 1 before applying the color, so it behaves similar to a texture
    NoLightsDraws without lighting using the RenderContextBase.CurrentWireColor
    NoLightsLinesStippleDraws lines with stipple without lighting using the RenderContextBase.CurrentWireColor
    NoLightsThickLinesDraws thick lines without lighting using the RenderContextBase.CurrentWireColor
    NoLightsThickLinesStippleDraws thick lines with stipple without lighting using the RenderContextBase.CurrentWireColor
    NoLightsThickPointsDraws thick points without lighting using the RenderContextBase.CurrentWireColor
    None No shader
    SingleColorModulatedByIntensityDraws without lighting modulating the RenderContextBase.CurrentWireColor by a factor specified per each vertex
    SingleColorModulatedByIntensityThickLinesDraws thick lines without lighting modulating the RenderContextBase.CurrentWireColor by a factor specified per each vertex
    SingleColorModulatedByIntensityThickPointsDraws thick points without lighting modulating the RenderContextBase.CurrentWireColor by a factor specified per each vertex
    StandardDraws with Phong lighting using the RenderContextBase.CurrentMaterial
    StandardShadowDraws with Phong lighting and shadow mapping using the RenderContextBase.CurrentMaterial
    StandardThickLinesDraws thick lines with Phong lighting using the RenderContextBase.CurrentMaterial
    StandardThickPointsDraws thick points with Phong lighting using the RenderContextBase.CurrentMaterial
    Texture1DDraws with Phong lighting ad 1D texture using the RenderContextBase.CurrentMaterial
    Texture1DNoLightsDraws without lighting with a 1D texture in decal using the RenderContextBase.CurrentWireColor for the transparent areas of the texture
    Texture1DNoLightsThickLines 
    Texture1DShadowDraws with Phong lighting, 1D texture and shadow mapping using the RenderContextBase.CurrentMaterial
    Texture2DDraws with Phong lighting and 2D Texture using the RenderContextBase.CurrentMaterial
    Texture2DDecalDraws with Phong lighting and 2D texture in Decal mode using the RenderContextBase.CurrentMaterial for the transparent areas of the texture
    Texture2DDecalWithAlphaMapDraws with Phong lighting and 2D texture in Decal mode with Alpha map using the RenderContextBase.CurrentMaterial for the transparent areas of the texture
    Texture2DNoLights Draws without lighting using the full color of a 2D texture
    Texture2DNoLightsDecalDraws without lighting with a 2D texture in decal mode using the RenderContextBase.CurrentWireColor for the transparent areas of the texture
    Texture2DNoLightsDecalWithAlphaMapDraws without lighting with a 2D texture and an alpha map in decal mode using the RenderContextBase.CurrentWireColor for the transparent areas of the texture
    Texture2DNoLightsDepth 
    Texture2DNoLightsModulateDraws without lighting with the full color of a 2D texture, modulated by the RenderContextBase.CurrentWireColor
    Texture2DNoLightsModulateWithAlphaMapDraws without lighting with the full color of a 2D texture, modulated by the RenderContextBase.CurrentWireColor and an Alpha map
    Texture2DNoLightsWithAlphaMap Draws without lighting using the full color of a 2D texture modulated by an alpha map
    Texture2DShadowDraws with Phong lighting, 2D texture and shadow mapping using the RenderContextBase.CurrentMaterial
    Texture2DShadowWithAlphaMapDraws with Phong lighting, 2D texture with alpha map and shadow mapping using the RenderContextBase.CurrentMaterial
    Texture2DWithAlphaMapDraws with Phong lighting and 2D Texture with Alpha map using the RenderContextBase.CurrentMaterial
    WriteDepth Writes the depth in the red component
    Inheritance Hierarchy

    System.Object
       System.ValueType
          System.Enum
             devDept.Graphics.shaderType

    See Also