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.

ShadowView

A SpecialView for rendering shadow maps

SpecialView

A common base class for GlowView and ShadowView

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.

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.