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
Public Class AlphaTestEffect Contains a configurable effect that supports alpha testing.
Public Class BasicEffect Contains a basic rendering effect.
Public Class BlendState Contains blend state for the device.
Public Class DepthStencilState Contains depth-stencil state for the device.
Public Class DeviceLostException The exception that is thrown when the device has been lost, but cannot be reset at this time. Therefore, rendering is not possible.
Public Class DeviceNotResetException The exception that is thrown when the device has been lost, but can be reset at this time.
Public Class DirectionalLight Creates a DirectionalLight object.
Public Class DisplayMode Describes the display mode.
Public Class DisplayModeCollection Manipulates a collection of DisplayMode structures.
Public Class DualTextureEffect Contains a configurable effect that supports two-layer multitexturing.
Public Class DynamicIndexBuffer Describes the rendering order of the vertices in a vertex buffer.
Public Class DynamicVertexBuffer Represents a list of 3D vertices to be streamed to the graphics device.
Public Class Effect Used to set and query effects, and to choose techniques.
Public Class EffectAnnotation Represents an annotation to an EffectParameter.
Public Class EffectAnnotationCollection Manipulates a collection of EffectAnnotation objects.
Public Class EffectMaterial Contains an effect subclass which is used to load data for an EffectMaterialContent type.
Public Class EffectParameter Represents an Effect parameter.
Public Class EffectParameterCollection Manipulates a collection of EffectParameter objects.
Public Class EffectPass Contains rendering state for drawing with an effect; an effect can contain one or more passes.
Public Class EffectPassCollection Manipulates a collection of EffectPass objects.
Public Class EffectTechnique Represents an effect technique.
Public Class EffectTechniqueCollection Manipulates a collection of EffectTechnique objects.
Public Class EnvironmentMapEffect Contains a configurable effect that supports environment mapping.
Public Class GraphicsAdapter Provides methods to retrieve and manipulate graphics adapters.
Public Class GraphicsDevice Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders.
Public Class GraphicsDeviceExtensions An extension of the GraphicsDevice class that enables primitive based rendering for an application that renders using both Silverlight and XNA.
Public Class GraphicsResource Queries and prepares resources.
Public Class IndexBuffer Describes the rendering order of the vertices in a vertex buffer.
Public Class Model Represents a 3D model composed of multiple ModelMesh objects which may be moved independently.
Public Class ModelBone Represents bone data for a model.
Public Class ModelBoneCollection Represents a set of bones associated with a model.
Public Class ModelEffectCollection Represents a collection of effects associated with a model.
Public Class ModelMesh Represents a mesh that is part of a Model.
Public Class ModelMeshCollection Represents a collection of ModelMesh objects.
Public Class 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.
Public Class ModelMeshPartCollection Represents a collection of ModelMeshPart objects.
Public Class NoSuitableGraphicsDeviceException Thrown when no available graphics device fits the given device preferences.
Public Class OcclusionQuery Used to perform an occlusion query against the latest drawn objects.
Public Class PresentationParameters Contains presentation parameters.
Public Class RasterizerState Contains rasterizer state, which determines how to convert vector data (shapes) into raster data (pixels).
Public Class RenderTarget2D Contains a 2D texture that can be used as a render target.
Public Class RenderTargetCube Represents a cubic texture resource that will be written to at the end of a render pass.
Public Class ResourceCreatedEventArgs Contains event data.
Public Class ResourceDestroyedEventArgs Arguments for a ResourceDestroyed event.
Public Class SamplerState Contains sampler state, which determines how to sample texture data.
Public Class SamplerStateCollection Collection of SamplerState objects.
Public Class SkinnedEffect Contains a configurable effect for rendering skinned character models.
Public Class SpriteBatch Enables a group of sprites to be drawn using the same settings.
Public Class SpriteFont Represents a font texture.
Public Class Texture Represents a texture resource.
Public Class Texture2D Represents a 2D grid of texels.
Public Class Texture3D Represents a 3D volume of texels.
Public Class TextureCollection Represents a collection of Texture objects.
Public Class TextureCube Represents a set of six 2D textures, one for each face of a cube.
Public Class UIElementRenderer An object for rendering a Silverlight UIElement into a texture.
Public Class VertexBuffer Represents a list of 3D vertices to be streamed to the graphics device.
Public Class VertexDeclaration A vertex declaration, which defines per-vertex data.

Interfaces

Name Description
Public Interface IEffectFog Gets or sets fog parameters for the current effect.
Public Interface IEffectLights Gets or sets lighting parameters for the current effect.
Public Interface IEffectMatrices Gets or sets transformation matrix parameters for the current effect.
Public Interface IGraphicsDeviceService Defines a mechanism for retrieving GraphicsDevice objects.
Public Interface IVertexType Vertex type interface which is implemented by a custom vertex type structure.

Structures

Name Description
Public Structure ModelBoneCollection.Enumerator Provides the ability to iterate through the bones in an ModelBoneCollection.
Public Structure ModelEffectCollection.Enumerator Provides the ability to iterate through the bones in an ModelEffectCollection.
Public Structure ModelMeshCollection.Enumerator Provides the ability to iterate through the bones in an ModelMeshCollection.
Public Structure ModelMeshPartCollection.Enumerator Provides the ability to iterate through the bones in an ModelMeshPartCollection.
Public Structure RenderTargetBinding Binds an array of render targets.
Public Structure VertexBufferBinding Binding structure that specifies a vertex buffer and other per-vertex parameters (such as offset and instancing) for a graphics device.
Public Structure VertexElement Defines input vertex data to the pipeline.
Public Structure VertexPositionColor Describes a custom vertex format structure that contains position and color information.
Public Structure VertexPositionColorTexture Describes a custom vertex format structure that contains position, color, and one set of texture coordinates.
Public Structure VertexPositionNormalTexture Describes a custom vertex format structure that contains position, normal data, and one set of texture coordinates.
Public Structure VertexPositionTexture Describes a custom vertex format structure that contains position and one set of texture coordinates.
Public Structure Viewport Defines the window dimensions of a render-target surface onto which a 3D volume projects.

Enumerations

Name Description
Public Enumeration Blend Defines color blending factors.
Public Enumeration BlendFunction Defines how to combine a source color with the destination color already on the render target for color blending.
Public Enumeration BufferUsage Specifies special usage of the buffer contents.
Public Enumeration ClearOptions Specifies the buffer to use when calling Clear.
Public Enumeration ColorWriteChannels Defines the color channels that can be chosen for a per-channel write to a render target color buffer.
Public Enumeration CompareFunction Defines comparison functions that can be chosen for alpha, stencil, or depth-buffer tests.
Public Enumeration CubeMapFace Defines the faces of a cube map in the TextureCube class type.
Public Enumeration CullMode Defines winding orders that may be used to identify back faces for culling.
Public Enumeration DepthFormat Defines the format of data in a depth-stencil buffer.
Public Enumeration EffectParameterClass Defines classes that can be used for effect parameters or shader constants.
Public Enumeration EffectParameterType Defines types that can be used for effect parameters or shader constants.
Public Enumeration FillMode Describes options for filling the vertices and lines that define a primitive.
Public Enumeration GraphicsDeviceStatus Describes the status of the device.
Public Enumeration GraphicsProfile Identifies the set of supported devices for the game based on device capabilities.
Public Enumeration IndexElementSize Defines the size of an element of an index buffer.
Public Enumeration PresentInterval Defines flags that describe the relationship between the adapter refresh rate and the rate at which Present operations are completed.
Public Enumeration PrimitiveType Defines how vertex data is ordered.
Public Enumeration RenderTargetUsage Determines how render target data is used once a new render target is set.
Public Enumeration SetDataOptions Describes whether existing vertex or index buffer data will be overwritten or discarded during a SetData operation.
Public Enumeration SpriteEffects Defines sprite mirroring options.
Public Enumeration SpriteSortMode Defines sprite sort-rendering options.
Public Enumeration StencilOperation Defines stencil buffer operations.
Public Enumeration SurfaceFormat Defines various types of surface formats.
Public Enumeration TextureAddressMode Defines modes for addressing texels using texture coordinates that are outside of the typical range of 0.0 to 1.0.
Public Enumeration TextureFilter Defines filtering types during texture sampling.
Public Enumeration VertexElementFormat Defines vertex element formats.
Public Enumeration VertexElementUsage Defines usage for vertex elements.

See Also