NeoAxis Engine API Reference

Engine.Renderer Namespace

namespace

Namespace Hierarchy

Classes

Class Description
_LightUtils  
_SceneGraph  
_SceneObjectData  
_ShaderCacheFile  
_StencilShadowsMaterial  
Animation An animation sequence.
AnimationTrack A 'track' in an animation sequence, ie a sequence of keyframes which affect a certain type of animable object.
AnimationTree  
AnimationTree.AnimationListBlock  
AnimationTree.AnimationListOutput  
AnimationTree.AnimationListOutput.Item  
AnimationTree.AnimationSourceBlock  
AnimationTree.BlendBlock  
AnimationTree.Block  
AnimationTree.Direction8SidesBlock  
AnimationTree.LookAtBlock  
AnimationTree.OutputBlock  
AnimationTree.ParameterBlock  
AnimationTree.SumBlock  
AnimationTree.TransitionBlock  
AnimationTree.TriggerBlock  
AnimationTree.ValueBlock  
AnimationTreeManager  
AreaEmitter Particle emitter which emits particles randomly from points inside an area (box, sphere, ellipsoid whatever subclasses choose to be).
Billboard A billboard is a primitive which always faces the camera in every frame.
BillboardChain Allows the rendering of a chain of connected billboards.
BillboardParticleRenderer Specialisation of ParticleSystemRenderer to render particles using a BillboardSet.
BillboardSet A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other.
Bone A bone in a skeleton.
BoxEmitter Particle emitter which emits particles randomly from points inside a box.
Camera A viewpoint from which the scene will be rendered.
ColourFaderAffector This subclass of ParticleAffector allows you to alter the colour of particles.
ColourFaderAffector2 This subclass of ParticleAffector allows you to alter the colour of particles.
ColourInterpolatorAffector This subclass of ParticleAffector allows you to alter the colour of particles.
CompositionPass Object representing one pass or operation in a composition sequence. This provides a method to conviently interleave RenderSystem commands between Render Queues.
CompositionTargetPass Object representing one render to a RenderTarget or Viewport in the Composition framework.
CompositionTechnique Base composition technique, can be subclassed in plugins.
CompositionTechnique.TextureDefinition Local texture definition.
Compositor Class representing a Compositor object. Compositors provide the means to flexibly "composite" the final rendering result from multiple scene renders and intermediate operations like rendering fullscreen quads. This makes it possible to apply postfilter effects, HDRI postprocessing, and shadow effects to a Viewport.
CompositorInstance An instance of a Compositor object for one Viewport.
CompositorManager Class for managing Compositor settings for Engine. Compositors provide the means to flexibly "composite" the final rendering result from multiple scene renders and intermediate operations like rendering fullscreen quads. This makes it possible to apply postfilter effects, HDRI postprocessing, and shadow effects to a Viewport.
CompositorNameAttribute  
CompositorParameters  
CylinderEmitter Particle emitter which emits particles randomly from points inside a cylinder.
DeflectorPlaneAffector This class defines a ParticleAffector which deflects particles.
DirectionRandomiserAffector This class defines a ParticleAffector which applies randomness to the movement of the particles.
DummyMovableObject Defines the class for a special internal purposes.
EditorAnimationTreeUITypeEditor  
EditorMaterialUITypeEditor  
EditorParticleUITypeEditor  
EditorSkeletonUITypeEditor  
EditorTextureTypeAttribute  
EditorTextureUITypeEditor  
EditorTrueTypeFontUITypeEditor  
EllipsoidEmitter Particle emitter which emits particles randomly from points inside an ellipsoid.
Font Class representing a font in the system.
FontDefinition  
FontManager Manages font resources, parsing .fontDefinition files and generally organising them.
FrustumUtils  
GpuProgram Defines a program which runs on the GPU such as a vertex or fragment program.
GpuProgramCacheManager  
GpuProgramManager GPU Program manager class.
GpuProgramParameters Collects together the program parameters used for a GpuProgram.
GuiRenderer Specifies the gui renderer class. The class allows to draw 2d graphic elements. It can be configurated so that to draw elements oriented in 3D.
HardwareBuffer Abstract class defining common features of hardware buffers.
HardwareBufferManager Abstract singleton class for managing hardware buffers, a concrete instance of this will be created by the RenderSystem.
HardwareIndexBuffer Specialisation of HardwareBuffer for vertex index buffers.
HardwareOcclusionQuery This is a class that that provides the interface for the query class for hardware occlusion.
HardwarePixelBuffer Specialisation of HardwareBuffer for a pixel buffer. The HardwarePixelbuffer abstracts an 1D, 2D or 3D quantity of pixels stored by the rendering API. The buffer can be located on the card or in main memory depending on its usage. One mipmap level of a texture is an example of a HardwarePixelBuffer.
HardwareVertexBuffer Specialisation of HardwareBuffer for a vertex buffer.
HighLevelMaterial  
HighLevelMaterialManager  
HighLevelMaterialTemplate  
HollowEllipsoidEmitter Particle emitter which emits particles randomly from points inside a hollow ellipsoid.
ImageManager Class for serialization images.
IndexData Summary class collecting together index data source information.
KeyFrame A key frame in an animation sequence defined by an AnimationTrack.
LinearForceAffector This class defines a ParticleAffector which applies a linear force to particles in a system.
Material Class encapsulates rendering properties of an object.
MaterialManager Class for managing Material settings for Engine.
Mesh Resource holding data about 3D mesh.
MeshManager Handles the management of mesh resources.
MeshObject Defines an instance of a discrete, movable object based on a Mesh.
MeshObject.AnimationState Represents the state of an animation and the weight of it's influence.
MeshObject.ManualLodMeshObject  
MeshObject.SubObject Utility class which defines the sub-parts of a MeshObject.
MovableObject Abstract class definining a movable object in a scene.
NodeAnimationTrack  
OnlyForLoadShaderCacheManager  
ParticleAffector Abstract class defining the interface to be implemented by particle affectors.
ParticleEmitter Abstract class defining the interface to be implemented by particle emitters.
ParticleSystem Class defining particle system based special effects.
ParticleSystemManager Manages particle systems, particle system scripts (templates) and the available emitter and affector factories.
ParticleSystemRenderer Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances.
Pass Class defining a single pass of a Technique (of a Material), ie a single rendering call.
PixelBox A primitive describing a volume (3D), image (2D) or line (1D) of pixels in memory. In case of a rectangle, depth must be 1. Pixels are stored as a succession of "depth" slices, each containing "height" rows of "width" pixels.
PixelFormatUtils  
PointEmitter Particle emitter which emits particles from a single point.
Pose  
PrecompiledImageFontDefinition  
RendererWorld The root class of the Renderer system.
RendererWorld.InitializationOptionsClass  
RenderFrustum A frustum represents a pyramid, capped at the near and far end which is used to represent either a visible area or a projection area. Can be used for a number of applications.
RenderingLowLevelMethods  
RenderLight Representation of a dynamic light source in the scene.
RenderQueueInvocation Class representing the invocation of queue groups in a render queue.
RenderQueueInvocationSequence Class to hold a linear sequence of RenderQueueInvocation objects.
RenderQueueListener Interface which classes must implement if they wish to receive events from the render queue.
RenderStatisticsInfo  
RenderStatisticsInfo.CameraInfo  
RenderSystem Defines the functionality of a 3D API.
RenderSystemCapabilities Singleton class for storing the capabilities of the graphics card.
RenderTarget A 'canvas' which can receive the results of a rendering operation.
RenderTargetListener A interface class defining a listener which can be used to receive notifications of RenderTarget events.
RenderTexture This class represents a RenderTarget that renders to a Texture. There is no 1 on 1 relation between Textures and RenderTextures, as there can be multiple RenderTargets rendering to different mipmaps, faces (for cubemaps) or slices (for 3D textures) of the same Texture.
RenderWindow Manages the target rendering window.
RibbonTrail Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances.
RibbonTrail.Chain Defines the ribbon trail chain.
RingEmitter Particle emitter which emits particles randomly from points inside a ring (e.g. a tube).
RotationAffector This subclass of ParticleAffector allows you to alter the rotation of particles.
ScaleAffector This subclass of ParticleAffector allows you to alter the scale of particles.
SceneManager Manages the organisation and rendering of a 'scene' i.e. a collection of objects.
SceneNode Class representing a node in the scene graph.
ShaderCacheManager  
Skeleton A collection of Bone objects used to animate a skinned mesh.
SkeletonInstance A SkeletonInstance is a single instance of a Skeleton used by a world object.
SkeletonManager Handles the management of skeleton resources.
StaticMeshObject Defines the class for rendering the static geometry.
SubMesh Defines a part of a complete mesh.
Technique Class representing an approach to rendering this particular Material.
Texture Class representing a Texture resource.
TextureManager Class for loading and managing textures.
TextureUnitState Class representing the state of a single texture unit during a Pass of a Technique, of a Material.
TransformKeyFrame Specialised KeyFrame which stores a full transform.
TrueTypeFontDefinition  
TrueTypeFontDefinition.CharacterRange  
VertexAnimationTrack Specialised AnimationTrack for dealing with changing vertex position information. See VertexAnimationType.
VertexBufferBinding Records the state of all the vertex buffer bindings required to provide a vertex declaration with the input data it needs for the vertex elements.
VertexData Summary class collecting together vertex source information.
VertexDeclaration This class declares the format of a set of vertex inputs, which can be issued to the rendering API.
VertexMorphKeyFrame  
VertexPoseKeyFrame Specialised KeyFrame which references a Mesh.Pose at a certain influence level, which stores offsets for a subset of the vertices in a buffer to provide a blendable pose.
Viewport Viewport class, i.e. a rendering region on a render target.

Interfaces

Interface Description
_ISceneObject  

Structures

Structure Description
_IrradianceVolumeCellLightsInfo  
Font.WordWrapLinesItem  
GuiRenderer.CustomShaderModeParameter  
GuiRenderer.CustomShaderModeTexture  
GuiRenderer.TriangleVertex  
Mesh.BoneAssignmentItem  
Mesh.LodUsage A way of recording the way each LODs is recorded this Mesh.
RenderingLowLevelMethods.LightItem  
RenderTargetEvent Struct containing information about a RenderTarget event.
RenderTargetViewportEvent Struct containing information about a RenderTarget Viewport-specific event.
VertexElement This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaration.

Delegates

Delegate Description
_SceneGraph.GetObjectsDelegate  
_SceneGraph.GetObjectsRayDelegate  
MovableObject.AddToRenderQueueDelegate  
Pass.RenderObjectPassDelegate  
RendererWorld.BeginRenderFrameDelegate  
RenderSystem.RenderSystemEventDelegate Represents the method that handles a RenderSystemEvent event.
RenderSystem.RenderTargetPreUpdateEventDelegate  
SceneManager.FogAndShadowSettingsChangedDelegate  
SceneManager.GetSceneNodesDelegate  
SceneManager.GetSceneNodesRayDelegate  
SceneManager.GetStaticMeshObjectsDelegate  
SceneManager.GetStaticMeshObjectsRayDelegate  
SceneManager.RenderDelegate  
StaticMeshObject.AddToRenderQueueDelegate  

Enumerations

Enumeration Description
_SceneObjectGroups  
AnimationTree.Direction8SidesBlock.Directions  
AnimationTree.LookAtBlock.Directions  
Billboard.Origin Enum covering what exactly a billboard's position means (center,top-left etc).
Billboard.RotationType The rotation type of billboard.
Billboard.Type The type of billboard to use.
BillboardChain.TexCoordDirection The direction in which texture coordinates from elements of the chain are used.
Camera.Purposes  
CompareFunction Comparison functions used for the depth/stencil buffer operations and others.
CompositionPass.PassType Enumeration that enumerates the various composition pass types.
CompositionTargetPass.PassInputMode Input mode of a TargetPass.
CullingMode Hardware culling modes based on vertex winding. This setting applies to how the hardware API culls triangles it is sent.
FilterOptions Filtering options for textures / mipmaps.
FilterType  
FogMode Fog mode.
FontDefinition.Types  
FrameBufferType Defines the frame buffer types.
GPUCodeNames  
GpuProgramParameters.AutoConstantType Defines the types of automatically updated values that may be bound to GpuProgram parameters, or used to modify parameters on a per-object basis.
GpuProgramType Enumerates the types of programs which can run on the GPU.
GPUVendors  
GuiRenderer.BlendingTypes  
HardwareBuffer.LockOptions Locking options.
HardwareBuffer.Usage Enums describing buffer usage; not mutually exclusive.
HardwareIndexBuffer.IndexType The index type.
HorizontalAlign Specifies the horizontal alignment.
IlluminationStage Categorisation of passes for the purpose of additive lighting.
ImageManager.Filters  
InternalRenderQueueGroupID Enumeration of queue groups, by which the application may group queued renderables so that they are rendered together with events in between
LayerBlendOperation List of valid texture blending operations, for use with SetColorOperation.
LayerBlendOperationEx Expert list of valid texture blending operations, for use with SetColorOperationEx and SetAlphaOperation. It's worth noting that these operations are for blending between texture layers and not between rendered objects and the existing scene. Because all of these modes are only supported in multitexture hardware it may be required to set up a fallback operation where this hardware is not available.
LayerBlendSource List of valid sources of values for blending operations used in SetColorOperation and SetAlphaOperation.
LinearForceAffector.ForceApplicationType Choice of how to apply the force vector to particles.
PixelFormat The pixel format used for images, textures, and render surfaces.
PolygonMode The polygon mode to use when rasterising.
ProgressiveMeshVertexReductionQuota The way to derive the quota of vertices which are reduced at each LOD.
RendererWorld.FilteringModes  
RendererWorld.MaxPixelShadersVersions Defines enumeration for configurate maximum pixel shaders supported.
RendererWorld.MaxVertexShadersVersions Defines enumeration for configurate maximum vertex shaders supported.
RenderLightType Defines the type of light.
RenderOperationType The rendering operation type to perform.
RenderQueueGroups Enumeration of queue groups, by which the application may group queued renderables so that they are rendered together with events in between
RenderSystemEvents  
SceneBlendFactor Blending factors for manually blending objects with the scene. If there isn't a predefined SceneBlendType that you like, then you can specify the blending factors directly to affect the combination of object and the existing scene.
SceneGraphTypes  
ShadowTechniques  
SkeletonAnimationBlendMode  
Texture.Type Enum identifying the texture type.
Texture.Usage Enum describing buffer usage; not mutually exclusive.
TextureAddressingMode Texture addressing modes.
TextureFilterOptions High-level filtering options providing shortcuts to settings the minification, magnification and mip filters.
TextureUnitState.ContentTypes Enum identifying the type of content this texture unit contains.
TrueTypeFontDefinition.TextureSizes  
VertexAnimationType Type of vertex animation.
VertexElementSemantic Vertex element semantics, used to identify the meaning of vertex buffer contents.
VertexElementType Vertex element type, used to identify the base types of the vertex contents.
VerticalAlign Specifies the vertical alignment.