Table of Contents

Namespace OmegaEngine.Graphics

Graphics subsystem of the engine.

Namespaces

OmegaEngine.Graphics.Cameras

Different camera types for navigating the world.

OmegaEngine.Graphics.Renderables

Objects rendered in 3D space.

OmegaEngine.Graphics.Shaders

Surface and post-screen shader effects.

OmegaEngine.Graphics.VertexDecl

Structs mapped to DirectX custom vertex formats (for storing additional information per vertex).

Classes

DirectionalLight

A light source that has no position and shines in one direction.

GlowView

A SpecialView for rendering glow maps

LazyView

An TextureView that only handles OmegaEngine.Graphics.LazyView.Render() when SetDirty() has been called.

LightSource

A light source that illuminates PositionableRenderables in a Scene.

PointLight

A light source that has a fixed position and shines uniformly in all directions.

RenderTarget

Provides an in-memory area to render to instead of directly painting on the screen.

Scene

Represents a scene that can be viewed by a Camera.

SpecialView

A common base class for views that use non-standard rendering modes.

SupportView

A common base class for all ChildViews that provide support functionality like water refraction/reflection, glow maps, etc.

TextureView

A special kind of View that directs its output into a texture RenderTarget instead of printing straight to the screen.

TexturedMesh

Methods for creating meshes of simple geometric shapes (box, sphere, etc.) with texture coordinates.

TexturedMeshUtils

Utility method for textured SlimDX.Direct3D9.Meshes.

View

Controls the rendering of a Scene using a Camera.

WaterView

A SupportView for rendering Water refractions or reflections

Structs

XMaterial

A combination of textures and lighting parameters.

Interfaces

ITextureProvider

An object that can provide a Texture for rendering.