|
Name
|
Description
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BeginCaptureZBufferOnce()
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Avoids multiple reading of the whole ZBuffer texture in Direct3D when reading different pick box sizes.
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BeginDraw()
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BeginDrawForDepth()
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BeginDrawForSelection()
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BeginDrawMulticolorWithAmbientAndDiffuse(ShaderParameters)
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BeginReadDepthValues(Size, out int)
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Initializes a depth read operation.
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CheckErrorDEBUG(string)
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CheckOutOfMemory()
|
Tells if the graphics system is in out of memory state.
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CheckShadersAndLights(Dictionary<shaderTypeIShaderTechnique>, realisticShadowQualityType, BackgroundSettings)
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CheckTexture(TextureBase)
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CleanUpShaders(ref Dictionary<shaderTypeIShaderTechnique>)
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ClearColor(Color)
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ClearDepthStencil(bool, bool, byte)
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ClearDynamicBuffers()
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Clears the dynamic buffers allocated to draw the entities (Direct3D only).
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ClearShadowMaps()
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CloseEnvironment()
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Disables the current environment.
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CloseTexture(textureUnitType, bool)
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Disables the texture.
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CloseTexture(TextureBase, bool)
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Disables the texture.
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CloseTexture(bool)
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Disables the current texture.
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CloseTextureInternal(textureUnitType, bool)
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ColorChanged(Color, Color)
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Compile(EntityGraphicsData, DrawEntityCallBack, object)
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CompileBackground(BackgroundSettings, int)
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Compiles the background, used by the designer.
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CompileEnvironment(Image)
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CompileEnvironment(ImageSource)
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CompileInternal(EntityGraphicsData, DrawEntityCallBack, object)
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CompileVBO(EntityGraphicsData, DrawEntityCallBack, object, bool)
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Compiles the Entity using Vertex Buffer Objects if possible.
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ComputePickMatrix(RectangleF, Size, int[])
|
Computes the matrix to restrict the rendering to the given rectangle.
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ComputeShaderShadowPasses(out int, out int[])
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Computes the number of passes needed by the shaders (one per light with shadow).
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Create()
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CreateEnvironment(Image)
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CreateEnvironment(ImageSource)
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CreateReflectionShaders(realisticShadowQualityType, orientationType, BackgroundSettings, LightSettings[])
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CreateShaders(realisticShadowQualityType, LightSettings[])
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CreateShadowMap(int, bool, GfxShadowParams, ClippingPlaneBase[], LightSettings[], DrawForShadowMapDelegate, object)
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CreateTexture1D(Color[], textureFilteringFunctionType, textureFilteringFunctionType, bool, bool)
|
Creates a 1D texture from the given color table.
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CreateTexture2D(ImageSource, textureFilteringFunctionType, bool, bool)
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CreateTexture2D()
|
Creates a texture 2D with or without multisampling dependiing on the rendering context.
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CreateTexture2D(Image, textureFilteringFunctionType, textureFilteringFunctionType, bool, bool, bool, bool)
|
Creates a 2D texture from an image.
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CreateTexture2D(Size, bool, textureFilteringFunctionType, textureFilteringFunctionType)
|
Creates a 2D Texture for rendering.
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CreateTexture2DNoMultisample(Size, bool)
|
Creates a 2D texture without multisampling.
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CurrentModelViewMatrix()
|
Gets the current modelview matrix.
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CurrentProjectionMatrix()
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Gets the current projection matrix.
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DeviceContext()
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DisableClipPlanes()
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DisableShader()
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DisableShadowMap()
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Disables the Shadowmap.
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Dispose()
|
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
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Draw(EntityGraphicsData, primitiveType)
|
Draws an entity.
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DrawBorder(Dictionary<shaderTypeIShaderTechnique>, Color, Size, int, bool, Bitmap, Bitmap, Bitmap, Bitmap, Bitmap)
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DrawBufferedLine(Point3D, Point3D)
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Draws a line using a buffered approach.
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DrawBufferedPoint(Point3D)
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Draws a point using a buffered approach.
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DrawColorPlainTriangles(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>)
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DrawColorSmoothTriangles(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>)
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DrawCurrentBuffer()
|
Ends the drawing of buffered entities, sending data to the graphics card.
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DrawCurvatureMapInvTriangles(IList<IndexTriangle>, IList<Point3D>, Color[])
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DrawCurvatureMapTriangles(IList<IndexTriangle>, IList<Point3D>, Color[])
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DrawIndeterminateAsLineList(EntityGraphicsData)
|
Draws an EntityGraphicsData as a Line list.
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DrawIndeterminateAsLineStrip(EntityGraphicsData)
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Draws an EntityGraphicsData as a Lines strip.
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DrawIndeterminateAsPoints(EntityGraphicsData)
|
Draws an EntityGraphicsData as a Points list.
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DrawIndexLines(IList<IndexLine>, Point3D[])
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DrawIndexLinesWithDisplacement(IList<IndexLine>, Point3D[], double, bool)
|
Draws indexed lines with PointWithDisplacement vertices.
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DrawIndexedTriangles(VBOParams)
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DrawLine(Point2D, Point2D)
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DrawLine(Point3D, Point3D)
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DrawLine(Point3D, Point3D, Point2D)
|
Draws a line with textured vertices.
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DrawLine(PointRGB, PointRGB)
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DrawLine(float, float, float, float, float, float)
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DrawLine(float[])
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DrawLineLoop(Point3D[], int, int)
|
Draws a line loop.
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DrawLineLoop(Point3D[])
|
Draws a line loop.
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DrawLineStrip(Point2D[], int, int)
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Draws a line strip of Point2D .
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DrawLineStrip(Point3D[], float[], int, int)
|
Draws a line strip of Point3D with textured vertices.
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DrawLineStrip(Point3D[], int, int)
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Draws a line strip of Point3D .
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DrawLineStrip(PointRGB[], int, int)
|
Draws a line strip of PointRGB .
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DrawLineStrip(float[], int, int)
|
Draws a line strip of vertices.
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DrawLineStrip(Point2D[])
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DrawLineStrip(Point3D[])
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DrawLineStrip(Point3D[], float[])
|
Draws a line strip of Point3D with textured vertices.
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DrawLineStrip(PointRGB[])
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DrawLineStrip(float[])
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DrawLineStripRGBA(float[], int, int)
|
Draws a line strip of colored vertices.
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DrawLines(Point3D[], Color[], float[], int, int)
|
Draws lines with colored vertices specifying a different lineWidth per line.
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DrawLines(Point3D[], Color[], int, int)
|
Draws lines with colored vertices.
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DrawLines(Point3D[], float[], int, int)
|
Draws lines with textured vertices.
|
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DrawLines(Point3D[], int, int)
|
Draws a set of lines.
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DrawLines(float[], int, int)
|
Draws a set of lines.
|
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DrawLines(Point3D[])
|
Draws a set of lines.
|
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DrawLines(Point3D[], Color[])
|
Draws lines with colored vertices.
|
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DrawLines(Point3D[], Color[], float[])
|
Draws lines with colored vertices specifying a different lineWidth per line.
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DrawLines(Point3D[], float[])
|
Draws lines with textured vertices.
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DrawLines(float[])
|
Draws a set of lines.
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DrawLines2D(float[])
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DrawLinesAndPoints(Point3D[], Point3D[])
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DrawLinesAndPointsOnTheFly(Point3D[], Point3D[])
|
Draws the specified lines and points on the fly.
|
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DrawLinesOnTheFly(Point3D[])
|
Draws the specified lines on the fly.
|
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DrawLinesWithDisplacement(Point3D[], double, bool)
|
Draws lines with PointWithDisplacement vertices.
|
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DrawMulticolorPlainTriangles(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>, byte)
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DrawMulticolorSmoothTriangles(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>, byte)
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|
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DrawNormals(Point3D[], IndexTriangle[], Vector3D[], double)
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|
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DrawNormals(Point3D[], Vector3D)
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|
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DrawNormalsPerVertex(Point3D[], IndexTriangle[], Vector3D[], double)
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|
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DrawOnTextureOrBitmap(TextureBase, TextureBase, BitmapData, int, bool, bool, int, int, int, drawSceneFuncDelegate, object, bool, int, bool)
|
Draws the scene on the specified texture or bitmapData.
|
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DrawPixels(TextureBase, Bitmap, Point2D, Size, bool)
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DrawPlainTriangles(IList<IndexTriangle>, IList<Point3D>)
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|
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DrawPlainTriangles(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>)
|
|
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DrawPlainTrianglesNoColors(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>)
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|
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DrawPoints(Point3D[], int, int)
|
Draws a set of points.
|
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DrawPoints(float[], int, int)
|
Draws a set of points.
|
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DrawPoints(Point3D[])
|
Draws a set of points.
|
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DrawPoints(float[])
|
Draws a set of points.
|
|
DrawPointsIndeterminate(Point3D[], int, int)
|
Draws a set of points without specifying the kind of geometry.
|
|
DrawPointsIndeterminate(float[], int, int)
|
Draws a set of points without specifying the kind of geometry.
|
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DrawPointsIndeterminate(Point3D[])
|
Draws a set of points without specifying the kind of display list.
|
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DrawPointsIndeterminate(float[])
|
Draws a set of points without specifying the kind of display list.
|
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DrawPointsOnTheFly(Point3D[])
|
Draws the specified points on the fly.
|
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DrawPointsRGB(Point3D[], int, int)
|
Draws a set of PointRGB.
|
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DrawPointsRGB(Point3D[])
|
Draws a set of PointRGB.
|
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DrawPointsRGBIndeterminate(Point3D[], int, int)
|
Draws a set of PointRGB without specifying the kind of geometry.
|
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DrawPointsRGBIndeterminate(Point3D[])
|
Draws a set of PointRGB without specifying the kind of geometry.
|
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DrawPointsWithColorIntensitiesIndeterminate(float[], byte[], int, int)
|
Draws a set of points with the specified color intensities, without specifying the kind of geometry.
|
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DrawPointsWithColorIntensitiesIndeterminate(float[], byte[])
|
Draws a set of points with the specified color intensity, without specifying the kind of geometry.
|
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DrawPointsWithColorsRGBAIndeterminate(float[], byte[], int, int)
|
Draws a set of points with the specified color intensities, without specifying the kind of geometry.
|
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DrawPointsWithColorsRGBAIndeterminate(float[], byte[])
|
Draws a set of points with the specified colors, without specifying the kind of geometry.
|
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DrawPointsWithColorsRGBIndeterminate(float[], byte[], int, int)
|
Draws a set of points with the specified colors, without specifying the kind of geometry.
|
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DrawPointsWithColorsRGBIndeterminate(float[], byte[])
|
Draws a set of points with the specified colors, without specifying the kind of geometry.
|
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DrawPointsWithNormals(Point3D[], Vector3D[], int, int)
|
Draws a set of Point3D specifying a normal per vertex.
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DrawPointsWithNormalsIndeterminate(Point3D[], Vector3D[], int, int)
|
Draws a set of Point3D specifying a normal per vertex without specifying the kind of geometry.
|
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DrawPointsWithNormalsIndeterminate(float[], float[], int, int)
|
Draws a set of points without specifying the kind of geometry.
|
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DrawPointsWithNormalsIndeterminate(float[], float[])
|
Draws a set of points without specifying the kind of display list.
|
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DrawQuad(RectangleF)
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DrawQuad(RectangleF, float)
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DrawQuad(TextureBase, byte, RectangleF, float, bool)
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|
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DrawQuadStrip(Point3D[], Vector3D[], int, int)
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DrawQuadStrip(Point3D[], Vector3D[])
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|
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DrawQuadWithColorRange(RectangleF, Color, Color)
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DrawQuadWithColorRange(RectangleF, Brush, Brush, bool, float)
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DrawQuadWithColorRange(RectangleF, Color, Color, bool, float)
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DrawQuadWithTextures(TextureBase, float[], byte, RectangleF, float, bool)
|
Draws a Quad with a texture.
|
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DrawQuads(Point3D[], Vector3D[], int, int)
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DrawQuads(Point3D[], Vector3D[])
|
|
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DrawQuads2D(float[])
|
|
|
DrawQuadsOutlines(Point3D[])
|
|
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DrawRichPlainQuads(Point3D[], Vector3D[], PointF[])
|
|
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DrawRichPlainTriangles(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>, IList<PointF>)
|
|
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DrawRichSmoothInvTriangles(IList<IndexTriangle>, IList<Point3D>, float, float, float, float)
|
|
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DrawRichSmoothTriangles(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>, IList<PointF>)
|
|
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DrawRichSmoothTriangles(IList<IndexTriangle>, IList<Point3D>, float, float, float, float)
|
|
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DrawSelected(EntityGraphicsData, primitiveType)
|
Draws a selected entity.
|
|
DrawSilhouettes(GfxSilhoData)
|
|
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DrawSmoothTriangles(IList<IndexTriangle>, IList<Point3D>, IList<Vector3D>)
|
|
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DrawSurfaceInvTriangles(IList<IndexTriangle>, IList<Point3D>)
|
|
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DrawSurfaceNormals(Point3D[], double)
|
|
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DrawSurfaceTriangles(IList<IndexTriangle>, IList<Point3D>)
|
|
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DrawTextureOnScreen(Rectangle, TextureBase, TextureBase)
|
Draws a texture on screen.
|
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DrawTriangles(Point3D[])
|
Draws triangles without normals.
|
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DrawTriangles(Point3D[], Vector3D)
|
Draws triangles with one normal.
|
|
DrawTriangles(Point3D[], Vector3D[], Color[], bool)
|
Draws triangles with one normal and color per vertex per vertex and 1D texture coordinates.
|
|
DrawTriangles(Point3D[], Vector3D[], IndexTriangle[], PointF[])
|
|
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DrawTriangles(Point3D[], Vector3D[], PointF[], bool)
|
Draws triangles with one normal per vertex and (optional) texture coordinates.
|
|
DrawTriangles(Point3D[], Vector3D[], float[], bool)
|
Draws triangles with one normal per vertex and 1D texture coordinates.
|
|
DrawTriangles2D(Point2D[])
|
|
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DrawTriangles2D(float[])
|
|
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DrawTrianglesFan(Point3D[], Vector3D)
|
|
|
DrawTrianglesFan2D(float[])
|
|
|
DrawTrianglesPartial(Point3D[], Vector3D[], Color[])
|
Draws triangles with one normal and color per vertex, as part of a drawing loop (no Begin-End is done).
|
|
DrawTrianglesPartial(Point3D[], Vector3D[], PointF[])
|
Draws triangles with one normal per vertex, as part of a drawing loop (no Begin-End is done).
|
|
DrawTrianglesPartial(Point3D[], Vector3D[], float[])
|
Draws triangles with one normal per vertex and 1D texture coordinates, as part of a drawing loop (no Begin-End is done).
|
|
DrawTrianglesPartialWithMaterialColor(Point3D[], Vector3D[], bool)
|
Draws triangles with one normal per vertex, as part of a drawing loop (no Begin-End is done), using the current material color.
|
|
DrawTrianglesPartialWithTexture(Point3D[], Vector3D[], PointF[], bool)
|
Draws triangles with one normal and one texture coordinate per vertex, as part of a drawing loop (no Begin-End is done), using the current texture.
|
|
DrawTrianglesPlanar(Point3D[], IndexTriangle[], Vector3D)
|
Draws triangles with a single normal.
|
|
DrawTrianglesPlanar(Point3D[], int[], Vector3D)
|
Draws triangles with a single normal.
|
|
DrawTrianglesWithDisplacement(PointWithDisplacement[], Vector3D[], Color, double, bool)
|
Draws triangles with PointWithDisplacement vertices.
|
|
DrawTrianglesWithDisplacement(PointWithDisplacement[], Vector3D[], Color[], double, bool)
|
Draws triangles PointWithDisplacement vertices.
|
|
DrawTrianglesWithDisplacement(PointWithDisplacement[], Vector3D[], double, bool)
|
Draws triangles PointWithDisplacement vertices.
|
|
DrawTrianglesWithDisplacement(PointWithDisplacement[], Vector3D[], float[], double, bool)
|
Draws triangles PointWithDisplacement vertices.
|
|
EnableAlphaClip(bool)
|
Discards fragments with alpha < 0.1
|
|
EnableLineStipple(bool)
|
Enables or disables the line stipple.
|
|
EnableMultisample(bool)
|
Enables or disables the multisample (antialiasing)
|
|
EnableShader(shaderType, Dictionary<shaderTypeIShaderTechnique>)
|
|
|
EnableShadowMap(int)
|
|
|
EnableShadowMapForSplitNoShaders(int)
|
|
|
EnableStencilCompare()
|
|
|
EnableThickLines()
|
Enables thick lines rendering.
|
|
EnableThickLinesInPolygonLineMode()
|
Enables thick lines rendering when the CurrentRasterizerState state is polygon line.
|
|
EnableThickPoints()
|
Enables thick points rendering.
|
|
EnableThickPointsInPolygonLineMode()
|
Enables thick points rendering when the CurrentRasterizerState state is polygon line.
|
|
EnableXOR(bool)
|
Enables or disables the XOR (inverted color) drawing mode.
|
|
EnableXORForTexture(bool, ShaderParameters)
|
Enables or disables the XOR (inverted color) drawing mode for the texture.
|
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EndCaptureZBufferOnce()
|
Stops the optimization activated by BeginCaptureZBufferOnce
|
|
EndDraw(bool)
|
|
|
EndDrawBufferedLines()
|
Draws the lines and points accumulated in the buffer (Direct3D only).
|
|
EndDrawForDepth()
|
|
|
EndDrawForSelection()
|
|
|
EndDrawMulticolorWithAmbientAndDiffuse(ShaderParameters)
|
|
|
EndReadDepthValues()
|
Ends a depth read operation.
|
|
Equals(Object)
|
Determines whether the specified object is equal to the current object.
(inherited from Object).
|
|
Finalize
|
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(inherited from Object).
|
|
FreeEntityGraphicsData(EntityGraphicsData)
|
Obsolete.
Frees the allocated graphics card data and resets it to 0.
This method is obsolete. Call EntityGraphicsData.Dispose instead.
|
|
GLBeginDrawTriangles()
|
Begins an OpenGL triangle drawing sequence.
|
|
GLEnd()
|
Ends an OpenGL drawing sequence.
|
|
GetBitmapFromData(Rectangle, byte[], int, int)
|
|
|
GetBitmapFromTexture(TextureBase)
|
|
|
GetEntityIndicesFromBmp(Rectangle, bool, byte[], int, int)
|
Gets the entity indices from a false-colors rgb image.
|
|
GetErrorString(int)
|
Gets the graphics system error string.
|
|
GetHashCode
|
Serves as the default hash function.
(inherited from Object).
|
|
GetIndicesFromTriangles(IndexTriangle[])
|
|
|
GetMatrices(double[], matrixType, out double[], out double[], out double[])
|
|
|
GetNumberOfShadowMapSplits(realisticShadowQualityType, LightSettings[])
|
Gets the number of splits used in the shadowmap computation.
|
|
GetPixel(int, int)
|
Gets the color of the specified pixel in this viewport
|
|
GetRGBForSelection(int, out byte, out byte, out byte)
|
|
|
GetShaderAndEnable(ShaderParameters)
|
|
|
GetShadowMapSplitDepth(int)
|
|
|
GetShadowMapSplitPosition(int)
|
|
|
GetType
|
Gets the Type of the current instance.
(inherited from Object).
|
|
HasDeviceContext()
|
Tells if the device context has already been created.
|
|
HasFBO()
|
|
|
HasMultiTexture()
|
Tells if the render context supports multitexture.
|
|
HasShadow()
|
Tells if the render context supports shadow.
|
|
HasStencil()
|
Tells if the render context supports stencil.
|
|
InitBlurShader()
|
|
|
InitShadowMapData(CameraBase, Transformation, int[])
|
|
|
InitStandardShaders(realisticShadowQualityType, ref Dictionary<shaderTypeIShaderTechnique>, LightSettings[])
|
|
|
InitTexturesForCapture()
|
|
|
InitTexturesForCaptureInternal(int)
|
|
|
InitializeCurrentWireColor()
|
|
|
InitializePreviousColors()
|
|
|
InitializePreviousColorsHiddenLines(bool)
|
|
|
InitializeStates()
|
Initializes the current states.
|
|
IsCw(rasterizerStateType)
|
Tells if the front face of the given state has clockwise front faces.
|
|
IsGraphicsError()
|
Checks if there has been an error in the graphics library.
|
|
IsMultisample()
|
Tells if the graphics context is using MultiSample rasterization (either set by Viewport or by the Graphics Card settings).
|
|
IsValid()
|
|
|
LightingEnabled()
|
|
|
LockBlendState(bool)
|
Locks the blend state so that the following calls to SetShader won't do anything until the blend states are unlocked.
|
|
LockDepthState(bool)
|
Locks the depth stencil state so that the following calls to SetState won't do anything until the state is unlocked.
|
|
LockShaders(bool)
|
Locks the shaders so that the following calls to SetShader won't do anything until the shaders are unlocked.
|
|
MakeCurrent()
|
|
|
MaxTextureSize()
|
|
|
MemberwiseClone
|
Creates a shallow copy of the current Object.
(inherited from Object).
|
|
MultMatrix(double[], matrixType)
|
|
|
MultMatrixModelView(Transformation)
|
Multiplies the transformation by the current modelview matrix.
|
|
MultMatrixModelView(double[])
|
Multiplies the transformation by the current modelview matrix.
|
|
MultMatrixProj(Transformation)
|
|
|
MultMatrixProj(double[])
|
|
|
NeedsToCaptureDepth()
|
|
|
NormalizeNormals(bool)
|
Turns the vertex normals normalization on or off (OpenGL only).
|
|
PaintBackBuffer(int)
|
|
|
PaintBackBuffer(Size, CameraBase, bool)
|
|
|
PixelZoom(int, int)
|
Specify the pixel zoom factors.
|
|
PopBlendState()
|
Pops the blendStateType from the stack and sets it as current.
|
|
PopDepthStencilState()
|
Pops the depthStencilStateType from the stack and sets it as current.
|
|
PopEnvironment()
|
Pops the environment map from the stack.
|
|
PopMatrices()
|
Pops the modelview and projection matrices.
|
|
PopModelView()
|
Pops the Modelview matrix.
|
|
PopProjection()
|
Pops the Projection matrix.
|
|
PopRasterizerState()
|
Pops the rasterizerStateType from the stack and sets it as current.
|
|
PopShader()
|
Pops the current shader from the stack.
|
|
PrepareLightsForShadow(bool)
|
|
|
PrepareShadersForShadowPass(int, int[], Dictionary<shaderTypeIShaderTechnique>, ShaderParameters)
|
|
|
PrepareStencilForDrawing()
|
|
|
PrintMatrices()
|
|
|
ProcessClippingPlanes(ClippingPlaneBase[], bool)
|
Updates the internal structure with the clipping planes.
|
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ProcessClippingPlanesVisibility(ClippingPlaneBase[], bool)
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Updates only the visibility of the clipping planes internal structure.
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ProcessLightAttributes(bool, bool)
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Updates light attributes for all light sources. Light attributes are: color and specular color.
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ProcessMaterial()
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Updates the current material with the default material.
|
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PushBlendState()
|
Pushes the current blendStateType on the stack.
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PushCurrentFBO()
|
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PushDepthStencilState()
|
Pushes the current depthStencilStateType on the stack.
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PushEnvironment()
|
Pushes the current environment map on the stack.
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PushMatrices()
|
Pushes modelview and projection matrices.
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PushModelView()
|
Pushes the Modelview matrix.
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PushProjection()
|
Pushes the Projection matrix.
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PushRasterizerState()
|
Pushes the current rasterizerStateType on the stack.
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PushShader()
|
Push the current shader on the stack.
|
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ReadBuffer(int)
|
Sets the framebuffer to read from (OpenGL only).
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ReadColorBuffer(IViewport, Rectangle, out int, out int)
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Reads the color buffer.
|
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ReadDepth()
|
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ReadDepthValues(int, int, Size)
|
Reads depth values from the depth buffer.
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ReadDepthValues(int[], out int)
|
Reads depth values from the depth buffer.
|
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ReadDepthValuesInternal(int[])
|
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ReadRgbValues(Point, Size, BitmapData)
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|
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ReadSurface(Size, bool, bool)
|
Reads the whole control and stores it in internal data.
|
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RemovePolygonOffset(ref int)
|
Removes the polygon offset when drawing the wires entity with Width grater than 1
because the wires are not influenced by the polygon offset but in Direct3D
they are drawn as polygons with the geometry shader, so the PolygonOffset applies to them also.
|
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RenderingContext()
|
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ResetColorDiffuse(float[], float[])
|
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ResetColorDiffuse()
|
Aligns the colors set in the graphics system with the current material and wire color.
|
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Resize(Size)
|
|
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ResizeShadowMaps(Size, realisticShadowQualityType, ref bool)
|
|
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ResizeSurfacesForCapture(Size, bool)
|
|
|
ResolveAlphaMapShader(shaderType)
|
Gets the shader with the AlphaMap support.
|
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ResolveShaderType(ref shaderType)
|
|
|
RestorePolygonOffset(ref int)
|
Restores the polygon offset to draw the polygons.
|
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RotateMatrixModelView(double, double, double, double)
|
Rotates the modelview matrix by <param name="angleInDegrees"> by an axis.</param>
|
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ScaleMatrixModelView(double, double, double)
|
|
|
ScaleMatrixProj(double, double, double)
|
|
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SetActiveTexture(textureUnitType)
|
Enables the given textureUnit (OpenGL only).
|
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SetAlphaTexture(TextureBase)
|
Sets the texture on a specific texture unit.
|
|
SetBlockRefTransform(float[])
|
Sets the blockreference world transformation matrix.
|
|
SetColorDiffuse(Color, Color, bool)
|
Sets the diffuse color of the front and back material.
|
|
SetColorMask(colorMaskFlags)
|
Enable or disable the color components in the render buffer.
|
|
SetColorMaterial(Color, bool)
|
Sets the color to the diffuse component of the front and back faces, depending on the ColorMaterialMode status.
|
|
SetColorWireframe(Color, bool)
|
Wireframe color changer.
|
|
SetEnvironment(IEnvironment, float)
|
|
|
SetEnvironment(IEnvironment, Material, ShaderParameters)
|
|
|
SetLightAttributes(int, float[], float[], float[], LightSettings)
|
|
|
SetLightPosition(int, lightType, float[], float[])
|
Sets the light position.
|
|
SetLightStatus(int, bool)
|
|
|
SetLighting(bool)
|
Enables the lighting.
|
|
SetLightingInternal(bool)
|
|
|
SetLineSize(float, bool, bool)
|
Sets the line size and enables (or disables) the thick lines rendering.
|
|
SetLineSizeInternal(float)
|
|
|
SetLineStipple(int, UInt16, CameraBase)
|
Sets the line stipple parameters.
|
|
SetLinesShader(bool, shaderType, ShaderParameters)
|
Sets the shader for the lines with or without thick lines capabilities, adjusting also the PolygonOffset.
|
|
SetMaterial(float[], float[], float[], float[], float)
|
|
|
SetMaterial(Material, Color, bool)
|
Sets the material properties.
|
|
SetMaterial(Color, Color, Color, Color, float, bool)
|
Sets the material components.
|
|
SetMaterialBackAmbient(float[])
|
|
|
SetMaterialBackAmbient(Color, bool)
|
Sets the material back color ambient property.
|
|
SetMaterialBackAmbientAndDiffuse(Color, bool)
|
Sets the material back color ambient and diffuse properties.
|
|
SetMaterialBackDiffuse(float[])
|
|
|
SetMaterialBackDiffuse(Color, bool)
|
Sets the material back color diffuse properties.
|
|
SetMaterialFrontAmbient(float[])
|
|
|
SetMaterialFrontAmbient(Color, bool)
|
Sets the material front color ambient property.
|
|
SetMaterialFrontAmbientAndDiffuse(Color, bool)
|
Sets the material front color ambient and diffuse properties.
|
|
SetMaterialFrontAndBackDiffuse(Color, bool)
|
Sets the front and back faces diffuse material color.
|
|
SetMaterialFrontDiffuse(float[])
|
|
|
SetMaterialFrontDiffuse(Color, bool)
|
Sets the front faces diffuse material color.
|
|
SetMatrices(double[], double[], double[])
|
|
|
SetMatrices()
|
|
|
SetMatrices(double[], double[])
|
Sets the projection and modelview matrices.
|
|
SetModelView(CameraBase)
|
|
|
SetModelViewMatrix(double[])
|
Sets the modelview matrix.
|
|
SetPointSize(float, bool, bool)
|
Sets the point size and enables (or disables) the thick points rendering.
|
|
SetPointSizeInternal(float)
|
|
|
SetPointsShader(bool, shaderType, ShaderParameters)
|
Sets the shader for the points with or without thick points capabilities, adjusting also the PolygonOffset.
|
|
SetPolygonDrawingMode(rasterizerPolygonDrawingType)
|
Sets the polygon drawing mode.
|
|
SetProjection(CameraBase, bool)
|
|
|
SetProjectionMatrix(double[])
|
Sets the projection matrix.
|
|
SetRGB(byte, byte, byte)
|
|
|
SetRGBA(byte, byte, byte, byte)
|
|
|
SetRGBA(float[])
|
|
|
SetRasterizerState(rasterizerPolygonDrawingType, rasterizerCullFaceType)
|
Sets the rasterizer state.
|
|
SetSceneAmbient(float[])
|
Sets the ambient component that is always added to the scene (multiplied by the material's ambient component).
|
|
SetShader(shaderType, ShaderParameters, bool)
|
Sets the shader as current.
|
|
SetShaders(Dictionary<shaderTypeIShaderTechnique>, bool, ShaderParameters)
|
Sets the shaders dictionary.
|
|
SetState(blendStateType)
|
Sets the blend state type.
|
|
SetState(depthStencilStateType)
|
Sets the depth stencil state type.
|
|
SetState(rasterizerStateType)
|
Sets the rasterizer state type preserving the current clockwiseness of the front face.
|
|
SetStateInternal(blendStateType, bool, bool, bool, bool)
|
|
|
SetStateInternal(depthStencilStateType)
|
|
|
SetStateInternal(rasterizerStateType)
|
|
|
SetTexture(TextureBase)
|
Sets the texture on 0 texture unit.
|
|
SetTexture(TextureBase, textureUnitType)
|
Sets the texture on a specific texture unit.
|
|
SetTexture1DWrapMode(bool)
|
|
|
SetTextureOverExposure(bool)
|
Sets a value that controls whether the scene lighting can make the image diffuse color brighter than the image color.
|
|
SetVendorName()
|
|
|
SetVendorNameInternal(string)
|
|
|
SetViewport(int[], float, float)
|
|
|
SetViewport(int[])
|
|
|
SetupPolygonOffset(bool)
|
Enables or disables the PolygonOffset feature (with Factor 1 , Units 1).
|
|
SwapBuffers()
|
|
|
ThrowEntityNotCompiledError(EntityGraphicsData)
|
|
|
ToString
|
Returns a string that represents the current object.
(inherited from Object).
|
|
TranslateMatrixModelView(double, double, double)
|
Translates the modelview matrix.
|
|
UpdateActiveLights(LightSettings[])
|
Updates the active lights used for the rendering.
|
|
UpdateAntialiasing()
|
Updates the graphics data for the Antialiasing settings.
|
|
UpdateConstantBufferPerFrame(ShaderParameters)
|
Updates the constant buffer per frame with the given data.
|
|
UpdateConstantBufferPerObject()
|
Updates the constant buffer per frame with the current data.
|
|
UpdateMatrix(Stack<Double>, double[])
|
|
|
UpdateShaders(Dictionary<shaderTypeIShaderTechnique>, ShaderParameters)
|
|
|
UpdateShaders(ShaderParameters)
|
Updates the shaders.
|
|
UpdateUseFBO()
|
|
|
UpdateVBO(EntityGraphicsData, DrawEntityCallBack, object)
|
Updates the vertex buffer object (that must have been created dynamic).
|
|
evaluateShadersHqr()
|
|