Table of Contents

Namespace OmegaEngine

3D graphics rendering based on DirectX 9.

Note

NuGet package: OmegaEngine

Namespaces

OmegaEngine.Assets

Assets are content files loaded by the engine at runtime. This includes textures, models, sounds, etc..

OmegaEngine.Audio

3D sound and music playback.

OmegaEngine.Foundation

Rendering-agnostic infrastructure used by OmegaEngine.

OmegaEngine.Graphics

Graphics subsystem of the engine.

OmegaEngine.Input

OmegaEngine provides a flexible input system that processes low-level input events into higher-level navigational commands. The system consists of InputProviders that capture input and IInputReceivers that respond to commands.

Classes

AnimationOptions

Options controlling an animation.

DebugConsole

Provides a generic debug console powered by the Log system and Lua scripting.

DistanceComparer

Compares the distances of objects to fixed root position.

Engine

Provides central control for 3D rendering, sound management, asset caching, etc.

EngineCapabilities

Methods for determining the rendering capabilities of the graphics hardware.

EngineEffects

Turn specific rendering effects in the Engine on or off.

EngineElement

A common base class for all objects that need an Engine instance.

EnginePerformance

Tracks the performance/speed of the Engine.

EngineState

Represents the current graphics render state of the Device.

EngineUtilsAnimation

Provides simple animation helpers for the Engine.

EngineUtilsDraw

Provides simple draw helpers for the Engine.

Profiler

Helper class with static functions to signal the beginnings and endings of performance profiling events. In Debug builds events are also passed to PIX.

RenderHost

Automatically provides an Engine instance with a fullscreen-capable window, render loop, input handling, etc.

RenderHost.RenderForm

An internal Windows Form to use as Engine render target with mouse+keyboard event handling

RenderHostExtensions

Contains extension methods for RenderHostExtensions.

RenderPanel

A Panel that automatically provides an Engine instance for rendering on it, an optional timer-driver render loop, input handling, etc.

Structs

EngineConfig

Stores settings for initializing Engine

Hardware

Information about the hardware the Engine is running on.

HardwareCpu
HardwareGpu
HardwareRam
ProfilerEvent

Struct that allows you to profile timed execution blocks.

Interfaces

IPositionable

An interface to objects that have a position.

IRenderHost

A host that provides an Engine instance and binds it to the operating system.

Enums

ZBufferMode

Delegates

MessageEventHandler