GeonBit.Core.Graphics Namespace |
Class | Description | |
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BaseRenderableEntity |
A basic renderable entity.
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BlendStates |
All built-in blend states.
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BoundingBoxCullingNode |
Bounding-Box culling node will calculate the bounding box of the node and its children, and will cull out
if it doesn't intersect with the camera frustum.
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BoundingBoxEntity |
Draw a bounding box.
Note: for debug purposes only, don't use in actual game.
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BoundingSphereCullingNode |
Bounding-Sphere culling node will calculate the bounding sphere of the node and its children, and will cull out
if it doesn't intersect with the camera frustum.
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CameraEntity |
A 3d camera object.
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CombinedMeshesEntity |
A special renderer that takes several other renderers (meshes, models etc) and merge them into a single batch.
This optimization allows you to build levels out of static models, and reduce draw calls by merging them into one
static mesh at runtime.
Note: While its a good way to reduce draw calls, don't create combined meshes too big or else you'll lose some culling optimizations.
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CompositeModelEntity |
A renderable model, made of multiple mesh renderers.
This type of model is slightly slower than the SimpleModelEntity and ModelEntity, but has the following advantages:
1. finer-grain control over parts of the model.
2. proper camera-distance sorting if the model contains both opaque and transparent parts.
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CullingNode |
A base culling node class for nodes capable of culling optimization.
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GraphicsManager |
A global static class for graphic utilities and management.
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MaterialOverrides |
Helper class to manage materials override properties.
You can use this class to set color, material, specular, etc for a specific model renderers, without having to create a
new material for them.
This allow you to easily override material's defaults without having to define lots of different materials, but note that this method is
slightly slower so don't use it on too many entities at the same time.
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MeshEntity |
A basic renderable mesh (part of a model).
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ModelEntity |
A basic renderable model.
This type of model renderer renders the entire model as a single unit, and not as multiple meshes, but still
provide some control over materials etc.
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Node |
A basic scene node with transformations.
You can attach renderable entities to it, or child nodes that will inherit its transformations.
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NodesManager |
Static class to manage node updates and caching.
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ParticleNode |
A scene node optimized for particles.
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SimpleModelEntity |
A basic renderable model with minimum control over materials and meshes, but with best performance compared to other
model renderer types.
Use this class if you want lots of models of the same type that don't require any special properties.
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SkinnedModelEntity |
Skinned animation model entity (render model as a whole, with animation clips supported).
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SpriteAnimationClip |
Define an animation clip from animation steps.
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SpriteAnimationClipPlay |
A sprite animation clip that's currently playing.
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SpriteEntity |
A sprite entity (3d quad that always faces camera and plays animation from spritesheet texture file).
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SpriteSheet |
Spritesheet define animation steps of a spritesheet texture.
For example, if you have a spritesheet that describe 4 steps of a walking animation, this
object define the steps of the spritesheet and its texture coords.
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SpriteSheetStep |
A single step inside a spritesheet.
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Interface | Description | |
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IEntity |
A basic renderable entity.
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Delegate | Description | |
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AnimationCallback |
Callback to execute when animation start / ends.
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DefaultMaterialGenerator |
A callback to generate the default materials all loaded meshes will recieve.
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EntityEventCallback |
A callback function you can register on different entity-related events.
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NodeEventCallback |
A callback function you can register on different node-related events.
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OnAnimationClipEnds |
A callback function for when animation clip ends.
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Enumeration | Description | |
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AnimatedMode |
Different ways we can animated skinned mesh.
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CameraType |
Camera types.
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RenderingQueue |
Pre-defined rendering queue.
Every rendering queue have drawing settings and their order determine the order in which object batches will be drawn.
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