Space Engineers
Namespaces | Classes | Enumerations | Functions
Package VRageRender

Namespaces

package  Animations
 
package  Effects
 
package  ExternalApp
 
package  Fractures
 
package  Import
 
package  Lights
 
package  Messages
 
package  Models
 
package  Profiler
 
package  Resources
 
package  Textures
 
package  Utils
 
package  Vertex
 
package  Voxels
 

Classes

class  ActorExtensions
 
struct  AtmosphereConstants
 
struct  AtmosphereLuts
 
struct  CloudsConstants
 
struct  ComputeShaderId
 
class  DrawTrianglesMessageExtensions
 
struct  FlareId
 
struct  FogConstants
 
struct  GeometryShaderId
 
struct  HighlightConstantsLayout
 
interface  IDepthStencilBindable
 
interface  IDrawTrianglesMessage
 
class  IEnumerableExtensions
 
interface  IMyRender
 
struct  InputLayoutId
 
struct  InstancingId
 
interface  IRenderTargetBindable
 
interface  IShaderResourceBindable
 
interface  IUnorderedAccessBindable
 
struct  LodMeshId
 
struct  MaterialFoliageConstantsElem
 
class  MathExt
 
struct  MeshId
 
class  MeshIdExtensions
 
struct  MeshPartId
 
struct  MeshSectionId
 
class  My64BitValueHelper
 
class  MyActor
 
class  MyActorComponent
 
class  MyActorComponentEnumExtensions
 
class  MyActorComponentExtenstions
 
class  MyActorFactory
 
class  MyActorsUpdatingWork
 
struct  MyAdapterInfo
 
class  MyArrayHelpers
 
class  MyAssetMesh
 
class  MyAssetsLoader
 
struct  MyAtmosphere
 
class  MyAtmosphereRenderer
 
class  MyBigMeshTable
 
class  MyBillboard
 
class  MyBillboardBatch
 
struct  MyBillboardData
 
struct  MyBillboardDataArray
 
class  MyBillboardRenderer
 
struct  MyBillboardRendererBatch
 
class  MyBillboardsHelper
 
struct  MyBillboardVertexData
 
struct  MyBillboardViewProjection
 
struct  MyBinding
 
class  MyBlendIndicesComponent
 
class  MyBlendTargets
 
class  MyBlendWeightsComponent
 
class  MyBloom
 
class  MyBlur
 
class  MyClassicInstancing
 
class  MyClipmapCellProxy
 
class  MyClipmapFactory
 
class  MyClipmapHandler
 
struct  MyCloudLayer
 
class  MyCloudRenderer
 
class  MyColor4Component
 
class  MyCommon
 
class  MyComponent
 
class  MyComponentFactory
 
struct  MyConstantsPack
 
struct  MyContextState
 
class  MyCopyToRT
 
class  MyCubeInstanceComponent
 
struct  MyCullingSmallObjects
 
class  MyCullProxy
 Contains data used for culling, but should not own any itself More...
 
class  MyCullProxy_2
 
class  MyCullQuery
 
class  MyCustom4_0Component
 
class  MyCustomHalf4_0Component
 
class  MyCustomHalf4_1Component
 
class  MyCustomHalf4_2Component
 
class  MyCustomUnorm4_0Component
 
class  MyCustomUnorm4_1Component
 
struct  MyDebugDrawBatchAABB
 
class  MyDebugMesh
 
class  MyDebugRenderer
 
class  MyDebugTextHelpers
 
struct  MyDecalBindingInfo
 
struct  MyDecalConstants
 
struct  MyDecalGlobals
 
struct  MyDecalJob
 
class  MyDecalMaterial
 
struct  MyDecalMaterialDesc
 
class  MyDecalMaterials
 
struct  MyDecalRenderInfo
 
struct  MyDecalTextures
 
class  MyDepthPass
 
class  MyDestructionMesh
 
class  MyDeviceErrorException
 
class  MyDictionaryExtensions
 
struct  MyDisplayMode
 
struct  MyDraw
 
struct  MyDrawSubmesh
 
struct  MyDrawSubmesh_2
 
class  MyDX11Render
 
struct  MyEntityMaterialKey
 
class  MyEnvironment
 
struct  MyEnvironmentData
 
struct  MyEnvironmentLightData
 
class  MyEnvironmentMatrices
 
class  MyEnvironmentProbe
 
class  MyEnvProbeProcessing
 
class  MyFlareRenderer
 
class  MyFoliageComponent
 
class  MyFoliageComponents
 
class  MyFoliageGeneratingPass
 
class  MyFoliageRenderingPass
 
class  MyFoliageStream
 
class  MyFont
 
class  MyForwardPass
 
class  MyFreelist
 
class  MyFrustumCuller
 
class  MyFrustumCullingWork
 
class  MyFrustumCullQuery
 
class  MyFXAA
 
class  MyGBuffer
 
class  MyGBufferPass
 
class  MyGenericInstanceComponent
 
class  MyGenericObjectPool
 A copy of MyObjectsPool that handles types a little different for the MyObjectPoolManager More...
 
class  MyGeometryRenderer
 
struct  MyGeometryTextureSystemReference
 
struct  MyGlobalLoddingSettings
 
class  MyGPUEmitters
 
class  MyGPUParticleRenderer
 
class  MyGroupLeafComponent
 
class  MyGroupRootComponent
 
class  MyHardwareOcclusionQuery
 
class  MyHashHelper
 
class  MyHBAO
 
class  MyHdrDebugTools
 
class  MyHighlight
 
struct  MyHighlightDesc
 
class  MyHighlightPass
 
class  MyIDTracker
 
struct  MyImpostorProperties
 
struct  MyInstancedMeshPages
 
struct  MyInstanceEntityInfo
 
struct  MyInstanceInfo
 
class  MyInstanceLodComponent
 Used to render LOD0 instances More...
 
class  MyInstancing
 
class  MyInstancingComponent
 
struct  MyInstancingData
 
struct  MyInstancingInfo
 
class  MyInstancingMethod
 
struct  MyInstancingTableEntry
 
class  MyInstancingTest
 
class  MyLightsCameraDistanceComparer
 
class  MyLineHelpers
 
struct  MyLinesBatch
 
class  MyLinesRenderer
 
struct  MyLodMesh
 
struct  MyLodMeshInfo
 
class  MyLodUtils
 
class  MyLuminanceAverage
 
struct  MyMapping
 
class  MyMaterialMergeGroup
 
struct  MyMaterialProxy_2
 
struct  MyMaterialProxyId
 
class  MyMaterials1
 
struct  MyMaterialShaderInfo
 
class  MyMaterialShaders
 
struct  MyMaterialShadersBundle
 
struct  MyMaterialShadersBundleId
 
struct  MyMaterialShadersInfo
 
class  MyMaterialsSettings
 
class  MyMatrixHelpers
 
class  MyMemory
 
class  MyMergeInstancing
 
struct  MyMergeInstancingConstants
 
struct  MyMergeInstancingShaderBundle
 
class  MyMesh
 
struct  MyMeshBuffers
 
class  MyMeshData
 
class  MyMeshes
 
struct  MyMeshInfo
 
struct  MyMeshMaterialId
 
struct  MyMeshMaterialInfo
 
class  MyMeshMaterials1
 
struct  MyMeshPart
 
struct  MyMeshPartInfo1
 
struct  MyMeshRawData
 
struct  MyMeshSection
 
struct  MyMeshSectionInfo1
 
struct  MyMeshSectionPartInfo1
 
struct  MyMeshTableEntry
 
class  MyMeshTableSRV
 
class  MyMeshTableSrv
 
struct  MyMeshTableSrv_Entry
 
struct  MyMeshTableSRV_Entry
 
class  MyMessagePool
 TODO: This should use some better sync, it could introduce delays with current state 1) Use spin lock 2) Lock only queue, not whole dictionary 3) Test count first and when it's insufficient, create new message, both should be safe to do out of any lock 4) Custom consumer/producer non-locking (except resize) queue could be better (maybe overkill) More...
 
class  MyMessageQueue
 
class  MyModelProperties
 
class  MyModifiableCloudLayerData
 
class  MyNewLoddingSettings
 
class  MyNewPipelineSettings
 
class  MyNormalComponent
 
class  MyNullRender
 
struct  MyObjectDataCommon
 
struct  MyObjectDataNonVoxel
 
struct  MyObjectDataVoxelCommon
 
class  MyObjectPoolManager
 
class  MyOcclusionCuller
 
class  MyOcclusionQuery
 
class  MyOcclusionQueryRender
 
class  MyOcclusionQueryRenderer
 
class  MyPackedIndexer
 
class  MyPackedIndexerDynamic
 
class  MyPackedPool
 
struct  MyPackedPoolHandle
 
class  MyParent
 
class  MyPassLocals
 
struct  MyPassLoddingSetting
 
struct  MyPassStats
 
class  MyPerformanceCounter
 
struct  MyPerInstanceData
 
struct  MyPerMaterialData
 
class  MyPerMeshInstancing
 
class  MyPosition2Component
 
class  MyPosition3Component
 
class  MyPosition4Component
 
class  MyPosition4HalfComponent
 
class  MyPositionPackedComponent
 
struct  MyPostprocessSettings
 
class  MyPostprocessSettingsWrapper
 
class  MyPrimitivesRenderer
 
class  MyProxiesFactory
 
class  MyQuery
 
class  MyQueryFactory
 
struct  MyRCStats
 
class  MyRefreshRatePriorityComparer
 
class  MyRender
 
class  MyRender11
 
class  MyRender11Constants
 
class  MyRender11Options
 
class  MyRenderableComponent
 
class  MyRenderableProxy
 Contains data needed to render an actor or part of it. Does not own any data More...
 
struct  MyRenderableProxy_2
 Renderable proxies for merge-instancing More...
 
class  MyRenderableProxyFlagsExtensions
 
struct  MyRenderBatchPart
 
class  MyRenderConstants
 
class  MyRenderContext
 
class  MyRenderContextAnnotation
 
class  MyRenderContextPool
 
struct  MyRenderCullResultFlat
 
struct  MyRenderDeviceSettings
 
class  MyRendererBase
 
class  MyRenderException
 
class  MyRenderFlagsExtensions
 
class  MyRenderFont
 
class  MyRenderGuiConstants
 
class  MyRenderingDispatcher
 
class  MyRenderingPass
 
class  MyRenderingWork
 
struct  MyRenderingWorkItem
 
class  MyRenderingWorkRecordCommands
 
struct  MyRenderInstanceInfo
 
class  MyRenderLod
 
class  MyRenderLodInfo
 
class  MyRenderMeshInfo
 
class  MyRenderMessageScreenDataReady
 
class  MyRenderProxy
 
class  MyRenderQualityProfile
 
struct  MyRenderSettings
 Settings for whole render. To make settings per draw, use RenderSetup More...
 
struct  MyRenderSettings1
 Naming convention from DX. Newer version for Dx11 render. Put only settings that player can control (either directly or indirectly) using options here. Don't put debug crap here! More...
 
class  MyRenderSettings1Extensions
 
class  MyRenderStatsDraw
 Draws statistics
 
class  MyRenderUtils
 
class  MyResources
 
struct  MyRuntimeMeshPersistentInfo
 
class  MyScene
 
class  MySceneMaterials
 
class  MyScreenDecal
 
class  MyScreenDecals
 
class  MyScreenDependants
 
class  MyScreenPass
 
struct  MyScreenshot
 
struct  MyShaderInfo
 
class  MyShaderMaterial
 
class  MyShaderPass
 
class  MyShaders
 
class  MyShadersDefines
 
struct  MyShaderStreamOutputInfo
 
class  MyShadowCascades
 
class  MyShadowCascadesPostProcess
 
class  MyShadowConstants
 
class  MyShadows
 
class  MyShadowsSettings
 
class  MyShapesRenderer
 
class  MySharedData
 Data shared between render and update More...
 
class  MySimpleInstanceColoringComponent
 
class  MySimpleInstanceComponent
 
class  MySkinningComponent
 
class  MySoftInstancingGroup
 
class  MySoftInstancingGroup2
 
struct  MySpritesBatch
 
class  MySpritesContext
 
class  MySpritesRenderer
 
struct  MySrvTable
 
class  MySSAO
 
struct  MySSAOSettings
 
struct  MyStageBinding
 
struct  MyStageSrvBinding
 
class  MyStaticGlassPass
 
class  MyStaticGlassRenderer
 
class  MyStereoRender
 
class  MyStereoStencilMask
 
struct  MySubmeshInfo
 
class  MyTangentBitanSgnComponent
 
class  MyTexcoord0Component
 
class  MyTexcoord0HalfComponent
 
class  MyTexIndicesComponent
 
class  MyTextureData
 
class  MyToneMapping
 
class  MyTransparentGeometryConstants
 
class  MyTransparentMaterial
 
class  MyTransparentMaterials
 
class  MyTransparentRendering
 
class  MyTriangleBillboard
 
class  MyUpdateData
 
class  MyUpdateFrame
 Contains data produced by update frame, sent to render in thread-safe manner More...
 
class  MyVector3Extensions
 
class  MyVector3HDelpers
 
class  MyVector3Helpers
 
class  MyVector4Helpers
 
class  MyVertexInput
 
struct  MyVertexInputComponent
 
class  MyVertexInputLayout
 
struct  MyVertexLayoutInfo
 
class  MyVertexLayouts
 
class  MyVideoFactory
 
class  MyVideoPlayer
 
struct  MyViewport
 
struct  MyViewTransformation
 
class  MyVisibilityCuller
 
struct  MyVoxelCellInfo
 
struct  MyVoxelMaterial1
 
struct  MyVoxelMaterialConstants
 
struct  MyVoxelMaterialDetailSet
 
struct  MyVoxelMaterialEntry
 
class  MyVoxelMaterials1
 
struct  MyVoxelMaterialTriple
 
struct  MyVoxelMultiMaterialConstants
 
class  MyVoxelNormalComponent
 
struct  MyVoxelPartInfo1
 
class  MyVoxelPositionMaterialComponent
 
class  MyVoxelRenderableComponent
 
struct  PixelShaderId
 
class  PooledObjectAttribute
 Using this attribute on a class requires a public static method with the PooledObjectCleaner attribute in the class. There should be a public parameterless constructor defined too. More...
 
class  PooledObjectCleanerAttribute
 Anything in the pool has the method with this attribute called to make sure everything stored is in a proper, cleaned state. More...
 
struct  ShaderBytecodeId
 
class  SpriteScissorStack
 Stores stack of scissor rectangles where top rectangle has already been cut using all the rectangles below it, so that only one rectangle is checked during scissor test. More...
 
struct  StaticGlassConstants
 
struct  VertexLayoutId
 
struct  VertexShaderId
 
struct  VoxelPartId
 
class  X
 

Enumerations

enum  VideoState { VideoState.Playing, VideoState.Paused, VideoState.Stopped }
 Describes the state of a video player More...
 
enum  MyRenderDeviceCooperativeLevel { MyRenderDeviceCooperativeLevel.Ok, MyRenderDeviceCooperativeLevel.Lost, MyRenderDeviceCooperativeLevel.NotReset, MyRenderDeviceCooperativeLevel.DriverError }
 
enum  MyDecalFlags { MyDecalFlags.None = 0, MyDecalFlags.World = 1, MyDecalFlags.Transparent = 2 }
 
enum  MyImpostorType { MyImpostorType.Billboards, MyImpostorType.Nebula }
 
enum  RenderFlags {
  RenderFlags.SkipIfTooSmall = 1 << 0, RenderFlags.NeedsResolveCastShadow = 1 << 1, RenderFlags.FastCastShadowResolve = 1 << 2, RenderFlags.CastShadows = 1 << 3,
  RenderFlags.Visible = 1 << 4, RenderFlags.DrawOutsideViewDistance = 1 << 5, RenderFlags.Near = 1 << 6, RenderFlags.UseCustomDrawMatrix = 1 << 7,
  RenderFlags.ShadowLodBox = 1 << 8, RenderFlags.NoBackFaceCulling = 1 << 9, RenderFlags.SkipInMainView = 1 << 10
}
 Entity flags. More...
 
enum  CullingOptions { CullingOptions.Default, CullingOptions.Prefab, CullingOptions.VoxelMap }
 
enum  MyLodTypeEnum { MyLodTypeEnum.LOD0, MyLodTypeEnum.LOD1, MyLodTypeEnum.LOD_NEAR, MyLodTypeEnum.LOD_BACKGROUND }
 
enum  LightTypeEnum { LightTypeEnum.None = 0, LightTypeEnum.PointLight = 1 << 0, LightTypeEnum.Spotlight = 1 << 1 }
 Light type, flags, could be combined More...
 
enum  MyDecalTexturesEnum : byte { MyDecalTexturesEnum.BulletHoleOnMetal, MyDecalTexturesEnum.BulletHoleOnRock }
 
enum  MyRenderQualityEnum { MyRenderQualityEnum.NORMAL = 0, MyRenderQualityEnum.HIGH = 1, MyRenderQualityEnum.EXTREME = 2, MyRenderQualityEnum.LOW = 3 }
 
enum  MyGraphicsRenderer { MyGraphicsRenderer.NONE, MyGraphicsRenderer.DX11 }
 
enum  MyRenderModuleEnum {
  MyRenderModuleEnum.Cockpit, MyRenderModuleEnum.CockpitGlass, MyRenderModuleEnum.SunGlareAndLensFlare, MyRenderModuleEnum.UpdateOcclusions,
  MyRenderModuleEnum.AnimatedParticlesPrepare, MyRenderModuleEnum.TransparentGeometry, MyRenderModuleEnum.ParticlesDustField, MyRenderModuleEnum.VoxelHand,
  MyRenderModuleEnum.DistantImpostors, MyRenderModuleEnum.Decals, MyRenderModuleEnum.CockpitWeapons, MyRenderModuleEnum.SunGlow,
  MyRenderModuleEnum.SectorBorder, MyRenderModuleEnum.DrawSectorBBox, MyRenderModuleEnum.DrawCoordSystem, MyRenderModuleEnum.Explosions,
  MyRenderModuleEnum.BackgroundCube, MyRenderModuleEnum.GPS, MyRenderModuleEnum.TestField, MyRenderModuleEnum.AnimatedParticles,
  MyRenderModuleEnum.Lights, MyRenderModuleEnum.Projectiles, MyRenderModuleEnum.DebrisField, MyRenderModuleEnum.ThirdPerson,
  MyRenderModuleEnum.Editor, MyRenderModuleEnum.PrunningStructure, MyRenderModuleEnum.SunWind, MyRenderModuleEnum.IceStormWind,
  MyRenderModuleEnum.PrefabContainerManager, MyRenderModuleEnum.InfluenceSpheres, MyRenderModuleEnum.SolarAreaBorders, MyRenderModuleEnum.PhysicsPrunningStructure,
  MyRenderModuleEnum.NuclearExplosion, MyRenderModuleEnum.AttackingBots, MyRenderModuleEnum.Atmosphere
}
 
enum  MyRenderExceptionEnum { MyRenderExceptionEnum.Unassigned, MyRenderExceptionEnum.DriverNotInstalled, MyRenderExceptionEnum.GpuNotSupported }
 
enum  MyInstanceFlagsEnum : byte { MyInstanceFlagsEnum.CastShadows = 0x1, MyInstanceFlagsEnum.ShowLod1 = 0x2, MyInstanceFlagsEnum.EnableColorMask = 0x4 }
 
enum  MyWindowFocusMessage { MyWindowFocusMessage.Activate, MyWindowFocusMessage.SetFocus }
 
enum  MyWindowModeEnum : byte { MyWindowModeEnum.Window = 0, MyWindowModeEnum.FullscreenWindow = 1, MyWindowModeEnum.Fullscreen = 2 }
 
enum  MyAntialiasingMode { MyAntialiasingMode.NONE, MyAntialiasingMode.FXAA }
 VRage.Render11 only. More...
 
enum  MyShadowsQuality { MyShadowsQuality.LOW, MyShadowsQuality.MEDIUM, MyShadowsQuality.HIGH, MyShadowsQuality.DISABLED }
 VRage.Render11 only. More...
 
enum  MyTextureQuality { MyTextureQuality.LOW, MyTextureQuality.MEDIUM, MyTextureQuality.HIGH }
 VRage.Render11 only. More...
 
enum  MyTextureAnisoFiltering {
  MyTextureAnisoFiltering.NONE, MyTextureAnisoFiltering.ANISO_1, MyTextureAnisoFiltering.ANISO_4, MyTextureAnisoFiltering.ANISO_8,
  MyTextureAnisoFiltering.ANISO_16
}
 VRage.Render11 only. More...
 
enum  MyFoliageDetails { MyFoliageDetails.DISABLED, MyFoliageDetails.LOW, MyFoliageDetails.MEDIUM, MyFoliageDetails.HIGH }
 
enum  MyTransparentMaterialTextureType { MyTransparentMaterialTextureType.FileTexture = 0, MyTransparentMaterialTextureType.RenderTarget }
 
enum  SpriteEffects { SpriteEffects.None = 0, SpriteEffects.FlipHorizontally = 1, SpriteEffects.FlipVertically = 2, SpriteEffects.FlipBoth = FlipHorizontally | FlipVertically }
 Defines sprite mirroring options. More...
 
enum  MyWriteBindingEnum { MyWriteBindingEnum.None, MyWriteBindingEnum.DSV, MyWriteBindingEnum.RTV, MyWriteBindingEnum.UAV }
 
enum  DepthStencilAccess { DepthStencilAccess.ReadWrite, DepthStencilAccess.DepthReadOnly, DepthStencilAccess.StencilReadOnly, DepthStencilAccess.ReadOnly }
 
enum  MyShaderStage { MyShaderStage.VS, MyShaderStage.PS, MyShaderStage.CS }
 
enum  MyDSBindEnum { MyDSBindEnum.None, MyDSBindEnum.ReadOnlyDepth, MyDSBindEnum.ReadOnlyStencil }
 
enum  MyActorComponentEnum {
  MyActorComponentEnum.Unassigned, MyActorComponentEnum.Renderable, MyActorComponentEnum.Instancing, MyActorComponentEnum.Skinning,
  MyActorComponentEnum.Foliage, MyActorComponentEnum.GroupLeaf, MyActorComponentEnum.GroupRoot, MyActorComponentEnum.InstanceLod
}
 
enum  MyMaterialTypeEnum : uint { MyMaterialTypeEnum.STANDARD = 0, MyMaterialTypeEnum.FOLIAGE = 1 }
 
enum  MyMaterialFlags : uint { MyMaterialFlags.NONE = 0, MyMaterialFlags.NO_KEYCOLOR = 2 }
 
enum  MyRenderableTrees : uint { MyRenderableTrees.DynamicRenderables = 0, MyRenderableTrees.StaticRenderables = 1 }
 
enum  MyMaterialType { MyMaterialType.OPAQUE = 0, MyMaterialType.FORWARD = 1, MyMaterialType.ALPHA_MASKED = 2, MyMaterialType.TRANSPARENT = 3 }
 
enum  MyRenderableProxyFlags {
  MyRenderableProxyFlags.None = 0, MyRenderableProxyFlags.DepthSkipTextures = 1 << 0, MyRenderableProxyFlags.DisableFaceCulling = 1 << 1, MyRenderableProxyFlags.SkipInMainView = 1 << 2,
  MyRenderableProxyFlags.SkipIfTooSmall = 1 << 3, MyRenderableProxyFlags.DrawOutsideViewDistance = 1 << 4, MyRenderableProxyFlags.CastShadows = 1 << 5
}
 
enum  MyBindFlag { MyBindFlag.BIND_VS = 1, MyBindFlag.BIND_PS = 2 }
 
enum  MyDrawCommandEnum { MyDrawCommandEnum.Draw, MyDrawCommandEnum.DrawIndexed }
 
enum  MyMeshState { MyMeshState.WAITING, MyMeshState.LOADED }
 
enum  MyAssetLoadingEnum { MyAssetLoadingEnum.Unassigned, MyAssetLoadingEnum.Waiting, MyAssetLoadingEnum.Ready }
 
enum  MyVertexInputComponentType {
  MyVertexInputComponentType.POSITION_PACKED, MyVertexInputComponentType.POSITION2, MyVertexInputComponentType.POSITION3, MyVertexInputComponentType.POSITION4,
  MyVertexInputComponentType.POSITION4_H, MyVertexInputComponentType.VOXEL_POSITION_MAT, MyVertexInputComponentType.VOXEL_NORMAL, MyVertexInputComponentType.CUBE_INSTANCE,
  MyVertexInputComponentType.GENERIC_INSTANCE, MyVertexInputComponentType.SIMPLE_INSTANCE, MyVertexInputComponentType.SIMPLE_INSTANCE_COLORING, MyVertexInputComponentType.BLEND_INDICES,
  MyVertexInputComponentType.BLEND_WEIGHTS, MyVertexInputComponentType.COLOR4, MyVertexInputComponentType.TEXCOORD0_H, MyVertexInputComponentType.TEXCOORD0,
  MyVertexInputComponentType.TEXINDICES, MyVertexInputComponentType.NORMAL, MyVertexInputComponentType.TANGENT_SIGN_OF_BITANGENT, MyVertexInputComponentType.CUSTOM_HALF4_0,
  MyVertexInputComponentType.CUSTOM_HALF4_1, MyVertexInputComponentType.CUSTOM_HALF4_2, MyVertexInputComponentType.CUSTOM_UNORM4_0, MyVertexInputComponentType.CUSTOM_UNORM4_1,
  MyVertexInputComponentType.CUSTOM4_0
}
 
enum  MyVertexInputComponentFreq { MyVertexInputComponentFreq.PER_VERTEX, MyVertexInputComponentFreq.PER_INSTANCE }
 
enum  MyFrustumEnum {
  MyFrustumEnum.Unassigned, MyFrustumEnum.MainFrustum, MyFrustumEnum.ShadowCascade, MyFrustumEnum.ShadowProjection,
  MyFrustumEnum.EnvironmentProbe
}
 
enum  MyCullingType { MyCullingType.FrustumCulling, MyCullingType.CHCOcclusion }
 
enum  MyGbufferSlot {
  MyGbufferSlot.DepthStencil, MyGbufferSlot.GBuffer0, MyGbufferSlot.GBuffer1, MyGbufferSlot.GBuffer2,
  MyGbufferSlot.LBuffer
}
 
enum  MyShaderUnifiedFlags {
  MyShaderUnifiedFlags.NONE = 0, MyShaderUnifiedFlags.DEPTH_ONLY = 1 << 0, MyShaderUnifiedFlags.ALPHA_MASKED = 1 << 1, MyShaderUnifiedFlags.TRANSPARENT = 1 << 2,
  MyShaderUnifiedFlags.DITHERED = 1 << 3, MyShaderUnifiedFlags.USE_SHADOW_CASCADES = 1 << 4, MyShaderUnifiedFlags.ALPHA_MASK_ARRAY = 1 << 5, MyShaderUnifiedFlags.DITHERED_LOD = 1 << 6,
  MyShaderUnifiedFlags.STATIC_DECAL = 1 << 7, MyShaderUnifiedFlags.STATIC_DECAL_CUTOUT = 1 << 8, MyShaderUnifiedFlags.USE_SKINNING = 1 << 9, MyShaderUnifiedFlags.USE_VOXEL_DATA = 1 << 10,
  MyShaderUnifiedFlags.USE_VOXEL_MORPHING = 1 << 11, MyShaderUnifiedFlags.USE_CUBE_INSTANCING = 1 << 12, MyShaderUnifiedFlags.USE_DEFORMED_CUBE_INSTANCING = 1 << 13, MyShaderUnifiedFlags.USE_GENERIC_INSTANCING = 1 << 14,
  MyShaderUnifiedFlags.USE_MERGE_INSTANCING = 1 << 15, MyShaderUnifiedFlags.USE_SINGLE_INSTANCE = 1 << 16, MyShaderUnifiedFlags.USE_TEXTURE_INDICES = 1 << 17
}
 

Functions

delegate void OnShaderCacheProgressDelegate (float percents, string file, string profile, string vertexLayout, string macros, string message, bool importantMessage)
 

Enumeration Type Documentation

Enumerator
Default 
Prefab 
VoxelMap 

Definition at line 76 of file MyRenderEnums.cs.

Enumerator
ReadWrite 
DepthReadOnly 
StencilReadOnly 
ReadOnly 

Definition at line 77 of file MyRenderContext.cs.

Light type, flags, could be combined

Enumerator
None 
PointLight 
Spotlight 

Definition at line 95 of file MyRenderEnums.cs.

Enumerator
Unassigned 
Renderable 
Instancing 
Skinning 
Foliage 
GroupLeaf 
GroupRoot 
InstanceLod 

Definition at line 27 of file MyActorComponent.cs.

VRage.Render11 only.

Enumerator
NONE 
FXAA 

Definition at line 434 of file MyRenderSettings.cs.

Enumerator
Unassigned 
Waiting 
Ready 

Definition at line 89 of file MyRenderMesh.cs.

Enumerator
BIND_VS 
BIND_PS 

Definition at line 226 of file MyRenderingProxies.cs.

Enumerator
FrustumCulling 
CHCOcclusion 

Definition at line 179 of file MyVisibilityCuller.cs.

Enumerator
None 
World 
Transparent 

Definition at line 111 of file MyDecalMaterial.cs.

Enumerator
BulletHoleOnMetal 
BulletHoleOnRock 

Definition at line 102 of file MyRenderEnums.cs.

Enumerator
Draw 
DrawIndexed 

Definition at line 247 of file MyRenderingProxies.cs.

Enumerator
None 
ReadOnlyDepth 
ReadOnlyStencil 

Definition at line 1240 of file MyRenderContext.cs.

Enumerator
DISABLED 
LOW 
MEDIUM 
HIGH 

Definition at line 476 of file MyRenderSettings.cs.

Enumerator
Unassigned 
MainFrustum 
ShadowCascade 
ShadowProjection 
EnvironmentProbe 

Definition at line 15 of file MyVisibilityCuller.cs.

Enumerator
DepthStencil 
GBuffer0 
GBuffer1 
GBuffer2 
LBuffer 

Definition at line 13 of file MyGbuffer.cs.

Enumerator
NONE 
DX11 

Definition at line 139 of file MyRenderEnums.cs.

Enumerator
Billboards 
Nebula 

Definition at line 9 of file MyImpostorProperties.cs.

Enumerator
CastShadows 
ShowLod1 
EnableColorMask 

Definition at line 9 of file MyRenderInstanceInfo.cs.

Enumerator
LOD0 
LOD1 
LOD_NEAR 
LOD_BACKGROUND 

Definition at line 83 of file MyRenderEnums.cs.

Enumerator
NONE 
NO_KEYCOLOR 

Definition at line 135 of file MyRenderableComponent.cs.

Enumerator
OPAQUE 
FORWARD 
ALPHA_MASKED 
TRANSPARENT 

Definition at line 86 of file MyRenderingProxies.cs.

Enumerator
STANDARD 
FOLIAGE 

Definition at line 129 of file MyRenderableComponent.cs.

Enumerator
WAITING 
LOADED 

Definition at line 470 of file MyMeshes.cs.

Enumerator
None 
DepthSkipTextures 
DisableFaceCulling 
SkipInMainView 
SkipIfTooSmall 
DrawOutsideViewDistance 
CastShadows 

Definition at line 94 of file MyRenderingProxies.cs.

Enumerator
DynamicRenderables 
StaticRenderables 

Definition at line 153 of file MyRenderableComponent.cs.

Enumerator
Ok 
Lost 
NotReset 
DriverError 

Definition at line 22 of file IMyRender.cs.

Enumerator
Unassigned 
DriverNotInstalled 
GpuNotSupported 

Definition at line 8 of file MyRenderException.cs.

Enumerator
Cockpit 
CockpitGlass 
SunGlareAndLensFlare 
UpdateOcclusions 
AnimatedParticlesPrepare 
TransparentGeometry 
ParticlesDustField 
VoxelHand 
DistantImpostors 
Decals 
CockpitWeapons 
SunGlow 
SectorBorder 
DrawSectorBBox 
DrawCoordSystem 
Explosions 
BackgroundCube 
GPS 
TestField 
AnimatedParticles 
Lights 
Projectiles 
DebrisField 
ThirdPerson 
Editor 
PrunningStructure 
SunWind 
IceStormWind 
PrefabContainerManager 
InfluenceSpheres 
SolarAreaBorders 
PhysicsPrunningStructure 
NuclearExplosion 
AttackingBots 
Atmosphere 

Definition at line 145 of file MyRenderEnums.cs.

Enumerator
NORMAL 
HIGH 
EXTREME 
LOW 

Definition at line 131 of file MyRenderEnums.cs.

Enumerator
VS 
PS 
CS 

Definition at line 191 of file MyRenderContext.cs.

Enumerator
NONE 
DEPTH_ONLY 
ALPHA_MASKED 
TRANSPARENT 
DITHERED 
USE_SHADOW_CASCADES 
ALPHA_MASK_ARRAY 
DITHERED_LOD 
STATIC_DECAL 
STATIC_DECAL_CUTOUT 
USE_SKINNING 
USE_VOXEL_DATA 
USE_VOXEL_MORPHING 
USE_CUBE_INSTANCING 
USE_DEFORMED_CUBE_INSTANCING 
USE_GENERIC_INSTANCING 
USE_MERGE_INSTANCING 
USE_SINGLE_INSTANCE 
USE_TEXTURE_INDICES 

Definition at line 22 of file MyMaterialShaders.cs.

VRage.Render11 only.

Enumerator
LOW 
MEDIUM 
HIGH 
DISABLED 

Definition at line 446 of file MyRenderSettings.cs.

VRage.Render11 only.

Enumerator
NONE 
ANISO_1 
ANISO_4 
ANISO_8 
ANISO_16 

Definition at line 467 of file MyRenderSettings.cs.

VRage.Render11 only.

Enumerator
LOW 
MEDIUM 
HIGH 

Definition at line 457 of file MyRenderSettings.cs.

Enumerator
FileTexture 
RenderTarget 

Definition at line 81 of file MyTransparentMaterial.cs.

Enumerator
PER_VERTEX 
PER_INSTANCE 

Definition at line 49 of file MyVertexInput.cs.

Enumerator
POSITION_PACKED 
POSITION2 
POSITION3 
POSITION4 
POSITION4_H 
VOXEL_POSITION_MAT 
VOXEL_NORMAL 
CUBE_INSTANCE 
GENERIC_INSTANCE 
SIMPLE_INSTANCE 
SIMPLE_INSTANCE_COLORING 
BLEND_INDICES 
BLEND_WEIGHTS 
COLOR4 
TEXCOORD0_H 
TEXCOORD0 
TEXINDICES 
NORMAL 
TANGENT_SIGN_OF_BITANGENT 
CUSTOM_HALF4_0 
CUSTOM_HALF4_1 
CUSTOM_HALF4_2 
CUSTOM_UNORM4_0 
CUSTOM_UNORM4_1 
CUSTOM4_0 

Definition at line 12 of file MyVertexInput.cs.

Enumerator
Activate 
SetFocus 

Definition at line 2477 of file MyRenderProxy.cs.

Enumerator
Window 
FullscreenWindow 
Fullscreen 

Definition at line 7 of file MyRenderSettings.cs.

Enumerator
None 
DSV 
RTV 
UAV 

Definition at line 30 of file MyRenderContext.cs.

Entity flags.

Enumerator
SkipIfTooSmall 

Skip the object in render if detected that it is too small

NeedsResolveCastShadow 

Needs resolve cast shadows flag (done by parallel raycast to sun)

FastCastShadowResolve 

Casts only one raycast to determine shadow casting

CastShadows 

Tells if this object should cast shadows

Visible 

Specifies whether draw this entity or not.

DrawOutsideViewDistance 

Specifies whether this entity should be drawn even when it is outside the set view distance

Near 

Specifies whether entity is "near", near entities are cockpit and weapons, these entities are rendered in special way

UseCustomDrawMatrix 

Tells if this object should use PlayerHeadMatrix as matrix for draw

ShadowLodBox 

Use local AABB box for shadow LOD, not used

NoBackFaceCulling 

No culling of back faces

SkipInMainView 

Definition at line 12 of file MyRenderEnums.cs.

Defines sprite mirroring options.

Description is taken from original XNA SpriteEffects class.

Enumerator
None 

No rotations specified.

FlipHorizontally 

Rotate 180 degrees around the Y axis before rendering.

FlipVertically 

Rotate 180 degrees around the X axis before rendering.

FlipBoth 

Rotate 180 degress around both the X and Y axis before rendering.

Definition at line 10 of file SpriteEffects.cs.

Describes the state of a video player

Enumerator
Playing 
Paused 
Stopped 

Definition at line 15 of file IMyRender.cs.

Function Documentation

delegate void VRageRender.OnShaderCacheProgressDelegate ( float  percents,
string  file,
string  profile,
string  vertexLayout,
string  macros,
string  message,
bool  importantMessage 
)