Stride.Rendering Namespace
Classes
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                               Assembly attribute used to mark assembly that has been preprocessed using the   | 
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                               Sort elements according to the pattern: [RenderFeature Sort Key 8 bits] [Distance back to front 32 bits] [RenderObject states 24 bits]  | 
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                               Keys used by transformations.  | 
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                               The base class in charge of applying and drawing an effect.  | 
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                               A dynamic effect instance, including its values and resources.  | 
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                               Defines a layout used by EffectParameterUpdater to update several ResourceGroup from a ParameterCollection.  | 
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                               The effect system.  | 
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                               Extensions for EffectSystem  | 
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                               Implementation of   | 
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                               Sort elements according to the pattern: [RenderFeature Sort Key 8 bits] [Distance front to back 16 bits] [RenderObject states 32 bits]  | 
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                               A collection of IGraphicsRenderer that is itself a IGraphicsRenderer handling automatically
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                               A collection of IGraphicsRenderer that is itself a IGraphicsRenderer handling automatically
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                               Keys used for lighting.  | 
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                               Various extension methods usedful to use with LogicalGroup.  | 
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                               A compiled version of MaterialDescriptor.  | 
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                               Defines keys associated with mesh used for compiling assets.  | 
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                               A Material instance.  | 
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                               Describes a single rendering pass of a Material.  | 
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                               A collection of MaterialPass.  | 
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                               Defines keys associated with mesh used for compiling assets.  | 
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                               Pipeline processor for RenderMesh with materials. It will set blend and depth-stencil state for transparent objects, and properly set culling according to material and negative scaling.  | 
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                               Renders RenderMesh.  | 
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                               Describes skinning for a Mesh, through a collection of MeshBoneDefinition.  | 
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                               Output per-pixel motion vectors to a separate render target  | 
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                               Collection of Mesh, each one usually being a different LOD of the same Model. The effect system will select the appropriate LOD depending on distance, current pass, and other effect-specific requirements.  | 
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                               An object (or boxed value) effect key, usually for use by shaders (.sdsl).  | 
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                               Manage several effect parameters (resources and data). A specific data and resource layout can be forced (usually by the consuming effect).  | 
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                               Extensions for ParameterCollection.  | 
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                               Key of an effect parameter.  | 
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                               Key of an gereric effect parameter.  | 
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                               Metadata used for ParameterKey  | 
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                               An effect permutation key, usually for use by effects (.sdfx).  | 
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                               Various ProfilingKey used to measure performance across some part of the effect system.  | 
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                               Rendering context.  | 
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                               Rendering context used during   | 
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                               Instantiation of an Effect for a given   | 
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                               Describes an effect as used by a RenderNode.  | 
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                               Base implementation of IGraphicsRenderer  | 
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                               Base implementation of IGraphicsRenderer  | 
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                               Entry-point for implementing rendering feature.  | 
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                               Extensions for RenderGroupMask  | 
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                               Contains information for model instancing. Used by the InstancingRenderFeature  | 
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                               Used by MeshRenderFeature to render a Mesh.  | 
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                               Contains information related to the Model so that the RenderMesh can access it.  | 
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                               Describes something that can be rendered by a RootRenderFeature.  | 
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                               A collection of RenderObject.  | 
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                               Represents a way to instantiate a given RenderObject for rendering, esp. concerning effect selection and permutation.  | 
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                               Defines a way to filter RenderObject.  | 
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                               Defines how a RenderObject gets assigned to specific RenderStage.  | 
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                               Facility to perform rendering: extract rendering data from scene, determine effects and GPU states, compute and prepare data (i.e. matrices, buffers, etc...) and finally draw it.  | 
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                               Implementation of ResourceGroupLayout specifically for RenderSystem use (contains some extra information).  | 
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                               Keys used for render target settings.  | 
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                               Defines a view used during rendering. This is usually a frustum and some camera parameters.  | 
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                               Describes a specific RenderView and RootRenderFeature combination.  | 
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                               Resolves a render target from one render pass to be used as an input resource to another render pass  | 
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                               A root render feature that can manipulate effects.  | 
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                               A top-level renderer that work on a specific kind of RenderObject, such as Mesh, Particle, Sprite, etc...  | 
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                               Pipline processor for RenderMesh that cast shadows, to properly disable culling and depth clip.  | 
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                               Describes hiderarchical nodes in a flattened array.  | 
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                               Performs hierarchical updates for a given Model.  | 
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                               Computes and uploads skinning info.  | 
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                               Defines a way to sort RenderObject.  | 
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                               Helper class to sort objects based on distance.  | 
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                               Sort elements according to the pattern: [RenderFeature Sort Key 8 bits] RenderObject states 32 bits] [Distance front to back 16 bits]  | 
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                               A render feature used inside another one (i.e. RenderFeatures.  | 
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                               Keys used by transformations.  | 
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                               A render feature that computes and upload World, View and Projection matrices for each views and for each objects.  | 
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                               A blittable value effect key, usually for use by shaders (.sdsl).  | 
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                               Implementation of   | 
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                               Represents a group of visible RenderObject.  | 
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Structs
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                               Handle used to query what's the actual offset of a given variable in a constant buffer, through   | 
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                               Handle used to query what's the actual offset of a given variable in a constant buffer, through   | 
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                               Represents a RenderObject drawn with a specific RenderEffect, with attached properties.  | 
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                               Helper class to update several ResourceGroup from a ParameterCollection.  | 
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                               Defines an effect permutation slot for a RootRenderFeature.  | 
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                               How to use: BeginEffectValidation(); ValidateParameter(key1, value1); ValidateParameter(key2, value2); ... EndEffectValidation(); //returns true if same as last time, false if something changed You can use EffectValues to actually compile the effect.  | 
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                               Defines a group of descriptors and cbuffer range that are updated together.
It can be declared in shader using the syntax   | 
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                               Handle used to query logical group information.  | 
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                               Describes a bone cluster inside a Mesh.  | 
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                               Describes a single transformation node, usually in a Model node hierarchy.  | 
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                               Represents a RenderObject and allows to attach properties every frame.  | 
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                               Context used by   | 
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                               Holds associated data used during rendering.  | 
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                               Represents an single render operation of a RenderObject from a specific view with a specific effect, with attached properties.  | 
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                               Describes a specific RenderView, RootRenderFeature and RenderStage combination.  | 
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                               Stage-specific data for a RenderView.  | 
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                               Sort key used  | 
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                               Stores transformation in a TRS format (Position, Rotation and Scale).  | 
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                               Represents a RenderObject from a specific view.  | 
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Interfaces
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                               Defines the interface to provide an effect mixin for a   | 
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                               An EntityProcessor dedicated for rendering.  | 
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                               A graphics renderer.  | 
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                               The core interface of a renderer.  | 
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                               Renderer interface for a end-user ImageEffect accessible from   | 
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                               Instance of a model with its parameters.  | 
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Enums
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                               Culling mode of a RenderView.  | 
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                               Flags used to clear a render frame.  | 
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                               Flags describing state of a ModelNodeDefinition.  | 
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                               Describes the state of a RenderEffect.  | 
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                               An entity group.  | 
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                               A mask for RenderGroup.  | 
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                               Enumerates the different ways to interpret a visual resolution value.  | 
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                               Describe the different tessellation methods used in Stride.  |