Table of Contents

Namespace Microsoft.Xna.Framework.Graphics

Classes

AlphaTestEffect

Built-in effect that supports alpha testing.

BasicEffect

Built-in effect that supports optional texturing, vertex coloring, fog, and lighting.

BlendState
DefaultColorProcessors
DepthStencilState
DeviceLostException
DeviceNotResetException
DirectionalLight
DisplayMode
DisplayModeCollection
DualTextureEffect

Built-in effect that supports two-layer multitexturing.

DynamicIndexBuffer
DynamicVertexBuffer
Effect
EffectAnnotation
EffectAnnotationCollection
EffectMaterial
EffectParameter
EffectParameterCollection
EffectPass
EffectPassCollection
EffectTechnique
EffectTechniqueCollection
EnvironmentMapEffect

Built-in effect that supports environment mapping.

GraphicsAdapter
GraphicsDebug
GraphicsDebugMessage
GraphicsDevice
GraphicsResource
IndexBuffer
Model

A basic 3D model with per mesh parent bones.

ModelBone
ModelBoneCollection

Represents a set of bones associated with a model.

ModelEffectCollection
ModelMesh
ModelMeshCollection

Represents a collection of ModelMesh objects.

ModelMeshPart
ModelMeshPartCollection
NoSuitableGraphicsDeviceException
OcclusionQuery
PresentationParameters
RasterizerState
RenderTarget2D
RenderTargetCube

Represents a texture cube that can be used as a render target.

ResourceCreatedEventArgs
ResourceDestroyedEventArgs
SamplerState
SamplerStateCollection
SkinnedEffect

Built-in effect for rendering skinned character models.

SpriteBatch

Helper class for drawing text strings and sprites in one or more optimized batches.

SpriteEffect

The default effect used by SpriteBatch.

SpriteFont
TargetBlendState
Texture
Texture2D
Texture3D
TextureCollection
TextureCube
VertexBuffer
VertexDeclaration

Defines per-vertex data of a vertex buffer.

Structs

EffectPassCollection.Enumerator
GraphicsMetrics

A snapshot of rendering statistics from Metrics to be used for runtime debugging and profiling.

ModelBoneCollection.Enumerator

Provides the ability to iterate through the bones in an ModelMeshCollection.

ModelEffectCollection.Enumerator
ModelMeshCollection.Enumerator

Provides the ability to iterate through the bones in an ModelMeshCollection.

RenderTargetBinding
SpriteFont.Glyph

Struct that defines the spacing, Kerning, and bounds of a character.

VertexBufferBinding

Defines how a vertex buffer is bound to the graphics device for rendering.

VertexElement

Defines a single element in a vertex.

VertexPosition
VertexPositionColor
VertexPositionColorNormal
VertexPositionColorNormalTexture
VertexPositionColorTexture
VertexPositionNormalTexture
VertexPositionTexture
Viewport

Describes the view bounds for render-target surface.

Interfaces

IEffectBones

Interface for Effects that support bone transforms.

IEffectFog

The common effect fog rendering parameters.

IEffectLights

The common effect light rendering parameters.

IEffectMatrices
IGraphicsDeviceService

Provider of a GraphicsDevice.

IVertexType

Enums

Blend

Defines a blend mode.

BlendFunction

Defines a function for color blending.

BufferUsage

A usage hint for optimizing memory placement of graphics buffers.

ClearOptions

Defines the buffers for clearing when calling Clear(ClearOptions, Color, float, int) operation.

ColorWriteChannels

Defines the color channels for render target blending operations.

CompareFunction

The comparison function used for depth, stencil, and alpha tests.

CubeMapFace

Defines the faces in a cube map for the TextureCube class.

CullMode

Defines a culling mode for faces in rasterization process.

DepthFormat

Defines formats for depth-stencil buffer.

EffectParameterClass

Defines classes for effect parameters and shader constants.

EffectParameterType

Defines types for effect parameters and shader constants.

FillMode

Defines options for filling the primitive.

GraphicsAdapter.DriverType

Defines the driver type for graphics adapter. Usable only on DirectX platforms for now.

GraphicsDeviceStatus

Describes the status of the GraphicsDevice.

GraphicsProfile

Defines a set of graphic capabilities.

IndexElementSize

Defines size for index in IndexBuffer and DynamicIndexBuffer.

PresentInterval

Defines how Present() updates the game window.

PrimitiveType

Defines how vertex data is ordered.

RenderTargetUsage

Defines if the previous content in a render target is preserved when it set on the graphics device.

SetDataOptions

Defines how vertex or index buffer data will be flushed during a SetData operation.

SpriteEffects

Defines sprite visual options for mirroring.

SpriteSortMode

Defines sprite sort rendering options.

StencilOperation

Defines stencil buffer operations.

SurfaceFormat

Defines types of surface formats.

Texture2D.SurfaceType
TextureAddressMode

Defines modes for addressing texels using texture coordinates that are outside of the range of 0.0 to 1.0.

TextureFilter

Defines filtering types for texture sampler.

TextureFilterMode

Filtering modes for texture samplers.

VertexElementFormat

Defines vertex element formats.

VertexElementUsage

Defines usage for vertex elements.