Microsoft.Xna.Framework.Graphics Namespace
Contains low-level application programming interface (API) methods that take advantage of hardware acceleration capabilities to display 3D objects.
Classes
Name | Description | |
---|---|---|
![]() |
BasicDirectionalLight | Provides methods for manipulating the directional lights used by the BasicEffect class. |
![]() |
BasicEffect | Represents shader model 1.1 Effect that has optional support for vertex colors, texturing, and lighting. |
![]() |
ClipPlane | Represents the device clipping plane. |
![]() |
ClipPlaneCollection | Manipulates a collection of ClipPlane objects. |
![]() |
CompilationFailedException | The exception that is thrown if the compilation of an effect fails. |
![]() |
CompilerIncludeHandler | The abstract base class for custom compiler include file handlers. |
![]() |
DepthStencilBuffer | Queries and prepares depth stencil buffers. |
![]() |
DeviceLostException | The exception that is thrown when the device has been lost but cannot be reset at this time. Therefore, rendering is not possible. |
![]() |
DeviceNotResetException | The exception that is thrown when the device has been lost but can be reset at this time. |
![]() |
DeviceNotSupportedException | The exception that is thrown when the graphics device does not support the requested capabilities. |
![]() |
DeviceStillDrawingException | The error that is thrown when the device is still drawing. |
![]() |
DriverInternalErrorException | The exception that is thrown when an internal driver error occurs. Applications should destroy and recreate the device when receiving this error. |
![]() |
Effect | Used to set and query effects and choose techniques. |
![]() |
EffectAnnotation | Represents an annotation to an EffectParameter. |
![]() |
EffectAnnotationCollection | Manipulates a collection of EffectAnnotation objects. |
![]() |
EffectFunction | Represents a function on an Effect. |
![]() |
EffectFunctionCollection | Manipulates a collection of EffectFunction objects. |
![]() |
EffectParameter | Represents an Effect parameter. |
![]() |
EffectParameterBlock | Represents an EffectParameter state block. |
![]() |
EffectParameterCollection | Manipulates a collection of EffectParameter objects. |
![]() |
EffectPass | Represents an effect pass. |
![]() |
EffectPassCollection | Manipulates a collection of EffectPass objects. |
![]() |
EffectPool | Allows applications to share resources between effects. |
![]() |
EffectTechnique | Represents an effect technique. |
![]() |
EffectTechniqueCollection | Manipulates a collection of EffectTechnique objects. |
![]() |
GammaRamp | Contains red, green, and blue ramp data. |
![]() |
GraphicsAdapter | Provides methods to retrieve and manipulate graphics adapters. |
![]() |
GraphicsDevice | Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. |
![]() |
GraphicsDeviceCapabilities | Represents the capabilities of the hardware. |
![]() |
GraphicsResource | Queries and prepares resources. |
![]() |
IndexBuffer | Describes the rendering order of the vertices in a vertex buffer. |
![]() |
Model | Represents a 3D model composed of multiple ModelMesh objects which may be moved independently. |
![]() |
ModelBone | Represents bone data for a model. |
![]() |
ModelBoneCollection | Represents a set of bones associated with a model. |
![]() |
ModelEffectCollection | Represents a collection of effects associated with a model. |
![]() |
ModelMesh | Represents a mesh that is part of a Model. |
![]() |
ModelMeshCollection | Represents a collection of ModelMesh objects. |
![]() |
ModelMeshPart | Represents a batch of geometry information to submit to the graphics device during rendering. Each ModelMeshPart is a subdivision of a ModelMesh object. The ModelMesh class is split into multiple ModelMeshPart objects, typically based on material information. |
![]() |
ModelMeshPartCollection | Represents a collection of ModelMeshPart objects. |
![]() |
OutOfVideoMemoryException | The exception that is thrown when Direct3D does not have enough display memory to perform the operation. |
![]() |
PixelShader | Encapsulates the functionality of a pixel shader. |
![]() |
PresentationParameters | Contains presentation parameters. |
![]() |
RenderState | Defines the render state of a graphics device. |
![]() |
RenderTarget | Represents a resource that will be written to at the end of a render pass. |
![]() |
RenderTarget2D | Represents a 2D texture resource that will be written to at the end of a render pass. |
![]() |
RenderTargetCube | Represents a cubic texture resource that will be written to at the end of a render pass. |
![]() |
ResourceCreatedEventArgs | Contains event data. |
![]() |
ResourceDestroyedEventArgs | Arguments for a ResourceDestroyed event. |
![]() |
SamplerState | Contains sampler states for the device. |
![]() |
SamplerStateCollection | Collection of SamplerState objects. |
![]() |
ShaderCompiler | Compiles and decompiles high-level shader language (HLSL) shaders. |
![]() |
ShaderConstant | Describes a shader constant. |
![]() |
ShaderConstantCollection | Manipulates a collection of ShaderConstant objects. |
![]() |
ShaderConstantTable | Contains the variables that are used by high-level language shaders and effects. |
![]() |
SpriteBatch | Enables a group of sprites to be drawn using the same settings. |
![]() |
SpriteFont | Represents a font texture. |
![]() |
StateBlock | Encapsulates render states. |
![]() |
Texture | Represents a texture resource. |
![]() |
Texture2D | Represents a 2D grid of texels. |
![]() |
Texture3D | Represents a 3D volume of texels. |
![]() |
TextureCollection | Represents a collection of Texture objects. |
![]() |
TextureCube | Represents a set of six 2D textures, one for each face of a cube. |
![]() |
VertexBuffer | Represents a list of 3D vertices to be streamed to the graphics device. |
![]() |
VertexDeclaration | Represents a vertex declaration. |
![]() |
VertexShader | Encapsulates the functionality of a vertex shader. |
![]() |
VertexStream | Represents a vertex stream. |
![]() |
VertexStreamCollection | Collection of VertexStream objects. |
Interfaces
Name | Description | |
---|---|---|
![]() |
IGraphicsDeviceService | Defines a mechanism for retrieving GraphicsDevice objects. |
Structures
Name | Description | |
---|---|---|
![]() |
Color | Represents a color using Red, Green, Blue, and Alpha values. |
![]() |
CompiledEffect | Represents a compiled Effect. |
![]() |
CompiledShader | Represents a compiled shader. |
![]() |
CompilerMacro | Represents a compiler macro. |
![]() |
DisplayMode | Describes the display mode. |
![]() |
DisplayModeCollection | Manipulates a collection of DisplayMode structures. |
![]() |
GraphicsDeviceCapabilities.AddressCaps | Represents the texture addressing capabilities for Texture structures. |
![]() |
GraphicsDeviceCapabilities.BlendCaps | Represents the supported blend capabilities. |
![]() |
GraphicsDeviceCapabilities.CompareCaps | Represents comparison capabilities. |
![]() |
GraphicsDeviceCapabilities.CursorCaps | Represents hardware support for cursors. |
![]() |
GraphicsDeviceCapabilities.DeclarationTypeCaps | Represents data types contained in a vertex declaration. |
![]() |
GraphicsDeviceCapabilities.DeviceCaps | Represents device-specific capabilities. |
![]() |
GraphicsDeviceCapabilities.DriverCaps | Represents driver-specific capabilities. |
![]() |
GraphicsDeviceCapabilities.FilterCaps | Represents texture filter capabilities. |
![]() |
GraphicsDeviceCapabilities.LineCaps | Represents the capabilities for line-drawing primitives. |
![]() |
GraphicsDeviceCapabilities.PixelShaderCaps | Represents pixel shader capabilities. |
![]() |
GraphicsDeviceCapabilities.PrimitiveCaps | Represents driver primitive capabilities. |
![]() |
GraphicsDeviceCapabilities.RasterCaps | Represents raster-drawing capabilities. |
![]() |
GraphicsDeviceCapabilities.ShadingCaps | Represents shading operations capabilities |
![]() |
GraphicsDeviceCapabilities.StencilCaps | Represents driver stencil capabilities. |
![]() |
GraphicsDeviceCapabilities.TextureCaps | Represents miscellaneous texture-mapping capabilities |
![]() |
GraphicsDeviceCapabilities.VertexFormatCaps | Represents flexible vertex format capabilities. |
![]() |
GraphicsDeviceCapabilities.VertexProcessingCaps | Represents vertex processing capabilities. |
![]() |
GraphicsDeviceCapabilities.VertexShaderCaps | Represents vertex shader version 2_0 extended capabilities. |
![]() |
GraphicsDeviceCreationParameters | Describes the creation parameters for a device. |
![]() |
RasterStatus | Describes the raster status. |
![]() |
ShaderSemantic | Semantics map a parameter to vertex or pixel shader registers. They can also be optional descriptive strings attached to non-register parameters. |
![]() |
TextureCreationParameters | Describes the parameters to use when initializing a new instance of a texture. |
![]() |
TextureInformation | Encapsulates information describing texture resources. |
![]() |
VertexElement | Defines input vertex data to the pipeline. |
![]() |
VertexPositionColor | Describes a custom vertex format structure that contains position and color information. |
![]() |
VertexPositionColorTexture | Describes a custom vertex format structure that contains position, color, and one set of texture coordinates. |
![]() |
VertexPositionNormalTexture | Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates. |
![]() |
VertexPositionTexture | Describes a custom vertex format structure that contains position and one set of texture coordinates. |
![]() |
Viewport | Defines the window dimensions of a render-target surface onto which a 3D volume projects. |
Enumerations
Name | Description | |
---|---|---|
![]() |
Blend | Defines color blending factors. |
![]() |
BlendFunction | Defines how to combine a source color with the destination color already on the render target for color blending. |
![]() |
ClearOptions | Specifies the buffer to use when calling Clear. |
![]() |
ColorWriteChannels | Defines the color channels that can be chosen for a per-channel write to a render target color buffer. |
![]() |
CompareFunction | Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests. |
![]() |
CompilerIncludeHandlerType | Identifies an include file as a local or system resource. |
![]() |
CompilerOptions | Defines optimization options that may be chosen for shader and effect code compilation. |
![]() |
CreateOptions | Defines options to control the focus behavior and vertex processing of a graphics device. |
![]() |
CubeMapFace | Defines the faces of a cube map in the TextureCube class type. |
![]() |
CullMode | Defines winding orders that may be used to identify back faces for culling. |
![]() |
DepthFormat | Defines the format of data in a depth buffer. |
![]() |
DeviceType | Specifies the type of device driver. |
![]() |
EffectParameterClass | Defines classes that can be used for effect parameters or shader constants. |
![]() |
EffectParameterType | Defines types that can be used for effect parameters or shader constants. |
![]() |
FillMode | Describes options for filling the vertices and lines that define a primitive. |
![]() |
FilterOptions | Defines modes describing how to filter an image or mipmap when it is minified or magnified to fit a set of vertices. |
![]() |
FogMode | Defines constants that describe the fog mode. |
![]() |
GraphicsDeviceStatus | Describes the status of the device. |
![]() |
ImageFileFormat | Defines supported image file formats that may be used for textures. |
![]() |
IndexElementSize | Defines the size of an element of an index buffer. |
![]() |
MultiSampleType | Defines the levels of full-scene multisampling that the device can apply. |
![]() |
PresentInterval | Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed. |
![]() |
PresentOptions | Defines flags that control the behavior of the back buffer and depth buffer. |
![]() |
PrimitiveType | Defines how data in a vertex stream is interpreted during a draw call. |
![]() |
QueryUsages | Defines options for querying device resource formats. |
![]() |
ResourceManagementMode | Defines the memory class that holds the buffers for a resource. |
![]() |
ResourceType | Defines resource types. |
![]() |
ResourceUsage | Defines options that identify the behavior of a resource. |
![]() |
SaveStateMode | Defines options for saving the graphics device state before and after an effect technique is applied. |
![]() |
SetDataOptions | Describes whether existing buffer data will be overwritten or discarded during a SetData operation. |
![]() |
ShaderProfile | Defines vertex and pixel shader versions. |
![]() |
ShaderRegisterSet | Defines the data type of a shader register. |
![]() |
SpriteBlendMode | The following flags are used to specify sprite blending rendering options to the flags parameter in Begin: |
![]() |
SpriteEffects | Defines sprite rotation options. |
![]() |
SpriteSortMode | Defines sprite sort-rendering options. |
![]() |
StencilOperation | Defines stencil buffer operations. |
![]() |
SurfaceFormat | Defines various types of surface formats. |
![]() |
SwapEffect | Defines how the device front buffer and back buffer are to be swapped when Present is called. |
![]() |
TextureAddressMode | Defines constants that describe supported texture-addressing modes. |
![]() |
TextureFilter | Defines how a texture will be filtered as it is minified for each mipmap level. |
![]() |
TextureWrapCoordinates | Defines supported wrap coordinates. |
![]() |
VertexElementFormat | Defines vertex element formats. |
![]() |
VertexElementMethod | Defines the tessellator processing method for a vertex element. |
![]() |
VertexElementUsage | Defines usage for vertex elements. |
See Also
Tasks
How to: Draw a Sprite
How to: Animate a Sprite
How to: Make a Texture with Masking
How to: Draw a Masked Sprite over a Background
How to: Make a Scrolling Background
How to: Rotate a Sprite
How to: Rotate a Group of Sprites
How to: Scale a Sprite
How to: Tint a Sprite
How to: Check for Shader Model 2.0 Support
How to: Use the Reference Device
How to: Use BasicEffect
How to: Draw Points, Lines, and Other 3D Primitives
How to: Create and Apply Custom Effects
How to: Create Custom Texture Effects