►CAttribute | |
COmegaEngine.Values.FileTypeAttribute | Stores the file type describing the kind of data a property stores. Controls the behaviour of CodeEditor |
COmegaEngine.Values.FloatRangeAttribute | Stores the mimimum and maximum values allowed for a float field or property. Controls the behaviour of AngleEditor |
COmegaGUI.Render.BlendColor | Blends colors |
COmegaEngine.Graphics.BufferHelper | Helper methods for creating, reading from and writing to VertexBuffers and IndexBuffers |
COmegaEngine.ColorUtils | Convert colors to different formats, interpolate, invert, .. |
COmegaEngine.Storage.ContentArchiveEntry | Represents a file in a content archive |
COmegaEngine.Storage.ContentManager | Provides a virtual file system for combining data from multiple directories and archives (useful for modding) |
►COmegaGUI.Render.Control | Abstract base class for all control models |
COmegaGUI.Render.GroupBox | A filled rectangle used to optically group controls together |
►COmegaGUI.Render.Label | Label text control |
►COmegaGUI.Render.Button | Button control |
►COmegaGUI.Render.CheckBox | CheckBox control |
COmegaGUI.Render.RadioButton | Radio button control |
COmegaGUI.Render.DropdownList | Dropdown list control |
COmegaGUI.Render.ListBox | List box control |
COmegaGUI.Render.PictureBox | |
COmegaGUI.Render.ScrollBar | A scroll bar control |
COmegaGUI.Render.Slider | Slider control |
COmegaGUI.Render.TextBox | A basic edit box |
COmegaEngine.Graphics.Renderables.CpuParticleParameters | A set of information about a particle in a particle system |
COmegaEngine.Graphics.Renderables.CpuParticleParametersStruct | A set of information about a particle in a particle system stored as a struct |
►COmegaGUI.Render.Dialog | A dialog model containing DirectX-based controls |
COmegaGUI.Render.MessageBox | A message-box dialog |
COmegaEngine.Graphics.Shaders.DynamicShader | Helper class for dynamically generating Shader code |
COmegaGUI.Render.ElementHolder | Contains all the display information for a given control type |
COmegaEngine.Storage.EmbeddedFile | Information about an additional file to be stored along side an ZIP archive using NanoByte.Common.Storage.XmlStorage or BinaryStorage |
COmegaEngine.EngineCapabilities | Methods for determining the rendering capabilities of the graphics hardware |
COmegaEngine.EngineConfig | Stores settings for initializing Engine |
COmegaEngine.EngineEffects | Turn specific rendering effects in the Engine on or off |
COmegaEngine.EngineElementCollection< FloatingModel > | |
COmegaEngine.EngineElementCollection< OmegaEngine.Graphics.TextureView > | |
COmegaEngine.EngineElementCollection< PositionableRenderable > | |
COmegaEngine.EngineElementCollection< PostShader > | |
COmegaEngine.EngineElementCollection< View > | |
COmegaEngine.EnginePerformance | Tracks the performance/speed of the Engine |
COmegaEngine.EngineState | Represents the current graphics render state of the Engine.Device |
COmegaEngine.EngineUtilsAnimation | Provides simple animation helpers for the Engine |
COmegaEngine.EngineUtilsDraw | Provides simple draw helpers for the Engine |
►CException | |
COmegaEngine.Graphics.Shaders.ShaderCompileException | Exception thrown when DynamicShader fails to compile FX code |
COmegaEngine.Values.ExpandableRectangleArray< T > | Builds a rectangle array that can grow in any direction |
COmegaGUI.Render.FontNode | Structure for shared fonts |
►CForm | |
COmegaEngine.DebugConsole | Provides a generic debug console powered by the Log system and Lua scripting |
COmegaEngine.DebugForm | Provides a debug interface for manipulating views, scenes, bodies and lights in the Engine in real-time |
COmegaEngine.Values.Grid< T > | A 2D grid of values that can be stored in PNG files |
►COmegaEngine.Values.Grid< byte > | |
COmegaEngine.Values.ByteGrid | A 2D grid of byte values that can be stored in grayscale PNG files |
COmegaEngine.Values.NibbleGrid | A 2D grid of nibble (half a byte / 4 bits) values that can be stored in 16 colors PNG files |
►COmegaEngine.Values.Grid< ByteVector4 > | |
COmegaEngine.Values.ByteVector4Grid | A 2D grid of ByteVector4 values that can be stored in ARGB PNG files |
COmegaEngine.Hardware | Information about the hardware the Engine is running on |
COmegaEngine.HardwareCpu | - See also
- Hardware.Cpu
|
COmegaEngine.HardwareGpu | - See also
- Hardware.Gpu
|
COmegaEngine.HardwareRam | - See also
- Hardware.Ram
|
►COmegaEngine.IAudio | Represents an asset that can playback audio |
COmegaEngine.Audio.Song | A streamed sound that is played in the background as music |
►COmegaEngine.Audio.Sound | A memory-cached sound that is played on-demand |
COmegaEngine.Audio.Sound3D | A memory-cached sound that is played on-demand simulating a position in 3D-space |
►CNanoByte::Common::ICloneable< T > [external] | |
COmegaEngine.Graphics.Renderables.CpuParticlePreset | A set of information about a particle system as a whole |
COmegaEngine.Graphics.Renderables.GpuParticlePreset | A set of information about a particle system as a whole |
►CICloneable | |
COmegaGUI.Model.ButtonStyle | Represents a custom style for a GUI button |
►COmegaGUI.Model.Control | Abstract base class for all control views |
COmegaGUI.Model.GroupBox | GroupBox control |
►COmegaGUI.Model.Label | Label text control |
►COmegaGUI.Model.ButtonBase | A basis for Button-like control |
COmegaGUI.Model.Button | Button control |
►COmegaGUI.Model.CheckBox | CheckBox control |
COmegaGUI.Model.RadioButton | Radio button control |
COmegaGUI.Model.DropdownList | Combo box control |
COmegaGUI.Model.TextBox | A basic edit box |
COmegaGUI.Model.ListBox | List box control |
COmegaGUI.Model.PictureBox | |
►COmegaGUI.Model.Slider | Slider control |
COmegaGUI.Model.ScrollBar | A scroll bar control |
COmegaGUI.Render.Element | Contains all the display tweakables for a control |
►CNanoByte.Common.ICloneable< Dialog > [external] | |
COmegaGUI.Model.Dialog | An XML-serializable dialog view |
►CICollection | |
COmegaEngine.EngineElementCollection< T > | A collection of EngineElements. Applies the composite pattern: automatically handles EngineElement.Engine setting and EngineElement.Dispose calling |
►CNanoByte::Common::Controls::IContextMenu [external] | |
COmegaEngine.Storage.FileEntry | Describes a file returned by ContentManager.GetFileList |
►CIDisposable | |
►COmegaEngine.Assets.Asset | Data loaded from a file and cached for use by one or more Renderables, Sounds, etc. |
►COmegaEngine.Assets.XMesh | A mesh loaded from an .X file |
COmegaEngine.Assets.XAnimatedMesh | An animated mesh loaded from an .X file |
►COmegaEngine.Assets.XSound | Abstract base class for sound assets |
COmegaEngine.Assets.XOggSound | A sound loaded from an OGG Vorbis file |
COmegaEngine.Assets.XWaveSound | A sound loaded from a WAVE file |
COmegaEngine.Assets.XTexture | A texture loaded from one of DirectX's natively supported image formats (PNG, JPG, DDS, ...) |
COmegaEngine.Assets.CacheManager | Keeps a cache of Assets that have been loaded and provides type-safe access to them |
COmegaEngine.Audio.MusicManager | Manages the playback of Song in the background controlled by themes |
►COmegaEngine.EngineElement | A common base class for all objects that need an Engine instance |
COmegaEngine.Audio.Song | A streamed sound that is played in the background as music |
COmegaEngine.Audio.Sound | A memory-cached sound that is played on-demand |
COmegaEngine.Engine | Provides central control for 3D rendering, sound management, asset caching, etc |
COmegaEngine.EngineElementCollection< T > | A collection of EngineElements. Applies the composite pattern: automatically handles EngineElement.Engine setting and EngineElement.Dispose calling |
►COmegaEngine.Graphics.Renderables.Renderable | An object that can be Rendered by the Engine |
►COmegaEngine.Graphics.Renderables.PositionableRenderable | An object that can be Rendered at a specific Position in a Scene |
COmegaEngine.Graphics.Renderables.AnimatedModel | A mesh-based model with frame-hierarchy animation that can be rendered by the engine |
COmegaEngine.Graphics.Renderables.CpuParticleSystem | A particle system whose particles are tracked by the CPU |
COmegaEngine.Graphics.Renderables.GpuParticleSystem | A particle system whose particles are tracked by the GPU) |
►COmegaEngine.Graphics.Renderables.Model | A model (stored as a Direct3DX Mesh with one or more subsets). Handle |
COmegaEngine.Graphics.Renderables.FloatingModel | A Model that is rendered observing the Cameras view direction, but ignoring its position |
COmegaEngine.Graphics.Renderables.Terrain | Displays a multi-textured terrain |
COmegaEngine.Graphics.Renderables.Water | Displays a water plane with reflections and refraction |
COmegaEngine.Graphics.Renderables.VertexGroup | A simple set of vertexes that can be rendered |
►COmegaEngine.Graphics.Renderables.Skybox | Provides a backgound for a Scene that "follows" the Camera.Position, creating the illusion of infinite distance |
COmegaEngine.Graphics.Renderables.AdvancedSkybox | A skybox with multiple layers for cloud and moon animation |
COmegaEngine.Graphics.Renderables.SimpleSkybox | A cubic skybox existing of 4 or 6 non-animated planes |
COmegaEngine.Graphics.Scene | Represents a scene that can be viewed by a Camera |
►COmegaEngine.Graphics.Shaders.Shader | Provides access to the properties of shader-programm executing on the GPU |
►COmegaEngine.Graphics.Shaders.PostShader | A shader that is applied to the complete scene after rendering |
COmegaEngine.Graphics.Shaders.PostBleachShader | A post-screen shader that bleaches out the colors |
►COmegaEngine.Graphics.Shaders.PostBlurShader | A post-screen shader that blurs the view using a Gaussian blur filter |
COmegaEngine.Graphics.Shaders.PostGlowShader | A post-screen shader that adds a bloom-like glow-effect around objects in the scene |
COmegaEngine.Graphics.Shaders.PostCameraShakeShader | A post-screen shader that simulates a "shaking camera" effect |
COmegaEngine.Graphics.Shaders.PostColorCorrectionShader | A post-screen shader for applying TV-like settings like brightness, contrast, hue, etc |
COmegaEngine.Graphics.Shaders.PostHaloShader | A post-screen shader that adds shining halos around objects in the scene |
COmegaEngine.Graphics.Shaders.PostRadialBlurShader | A post-screen shader that blurs the view radially |
COmegaEngine.Graphics.Shaders.PostScratchedFilmShader | A post-screen shader that creates "scratched film" effect |
COmegaEngine.Graphics.Shaders.PostSepiaShader | A post-screen shader that creates an "old paper" look |
►COmegaEngine.Graphics.Shaders.SurfaceShader | A shader that controls the look of a PositionableRenderable's surface |
►COmegaEngine.Graphics.Shaders.LightingShader | A SurfaceShader that properly reacts to LightSources |
COmegaEngine.Graphics.Shaders.GeneralShader | A general-purpose surface shader with optional support for normal and specular maps |
COmegaEngine.Graphics.Shaders.TerrainShader | A shader that blends multiple textures together |
COmegaEngine.Graphics.Shaders.ParticleShader | Renders a particle system by manipulating positions of a batch of vertexes |
COmegaEngine.Graphics.Shaders.WaterShader | A water surface shader |
►COmegaEngine.Graphics.View | Controls the rendering of a OmegaEngine.Graphics.Scene using a Cameras.Camera |
►COmegaEngine.Graphics.TextureView | A special kind of View that directs its output into a texture RenderTarget instead of printing straight to the screen |
COmegaEngine.Graphics.LazyView | An TextureView that only handles Render when SetDirty has been called |
►COmegaEngine.Graphics.SupportView | A common base class for all View.ChildViews that provide support functionality like water refraction/reflection, glow maps, etc |
►COmegaEngine.Graphics.SpecialView | A common base class for GlowView and ShadowView |
COmegaEngine.Graphics.GlowView | A SpecialView for rendering glow maps |
COmegaEngine.Graphics.ShadowView | A SpecialView for rendering shadow maps |
COmegaEngine.Graphics.WaterView | A SupportView for rendering Water refractions or reflections |
COmegaEngine.GameBase | Automatically provides an Engine instance with a fullscreen-capable window, render loop, input handling, etc |
COmegaEngine.Graphics.Renderables.WaterViewSource | A representation of WaterViews used for water refraction and reflections |
COmegaEngine.Graphics.RenderTarget | Provides an in-memory area to render to instead of directly painting on the screen |
►COmegaEngine.Input.InputProvider | Processes events from an input device into higher-level navigational commands |
COmegaEngine.Input.KeyboardInputProvider | Processes keyboard events into higher-level navigational commands |
COmegaEngine.Input.MouseInputProvider | Processes mouse events into higher-level navigational commands |
COmegaEngine.Input.TouchInputProvider | Processes touch events into higher-level navigational commands |
COmegaEngine.ProfilerEvent | Struct that allows you to profile timed execution blocks |
COmegaGUI.DialogRenderer | Displays a Dialog using Render.Dialog |
COmegaGUI.GuiManager | Maintains lists of all DialogRenderers |
COmegaGUI.Render.DialogManager | Manages shared resources of DirectX-based dialogs |
►CIEquatable | |
COmegaEngine.Storage.FileEntry | Describes a file returned by ContentManager.GetFileList |
COmegaEngine.Values.Attenuation | Factors describing the attenuation of light intensity over distance |
COmegaEngine.Values.ByteVector4 | Defines a four component vector with byte accuracy |
COmegaEngine.Values.ColorCorrection | Color correction values for use in post-processing |
COmegaEngine.Values.DoublePlane | Defines a plane in three dimensions with double distance accuracy |
COmegaEngine.Values.DoubleVector3 | Defines a three component vector with double accuracy |
COmegaEngine.Values.Quadrangle | A 2D polygon consisting of four points |
COmegaEngine.Values.Vector2Ray | Defines a ray in two dimensions, specified by a starting position and a direction |
►CNanoByte::Common::Controls::IHighlightColor [external] | |
COmegaEngine.Storage.FileEntry | Describes a file returned by ContentManager.GetFileList |
►COmegaEngine.Input.IInputReceiver | An object that receives input procesed into navigational commands from an InputProvider |
COmegaEngine.Input.UpdateReceiver | Calls a callback delegate whenever any kind of input is received |
►CNanoByte.Common.INamed< Asset > [external] | |
COmegaEngine.Assets.Asset | Data loaded from a file and cached for use by one or more Renderables, Sounds, etc. |
►CNanoByte.Common.INamed< FileEntry > [external] | |
COmegaEngine.Storage.FileEntry | Describes a file returned by ContentManager.GetFileList |
►COmegaEngine.Collections.IPoolable< T > | An interface items must implement to be addable to Pool<T>. Poolable items directly store a reference to their successor |
COmegaEngine.Collections.Pool< T > | A very fast pseudo-collection (it does not implement IEnumerable<T>) that supports fast adding at the beginning |
►COmegaEngine.Collections.IPoolable< CpuParticle > | |
COmegaEngine.Graphics.Renderables.CpuParticle | A particle used by the CpuParticleSystem |
►COmegaEngine.Collections.IPoolable< RenderTarget > | |
COmegaEngine.Graphics.RenderTarget | Provides an in-memory area to render to instead of directly painting on the screen |
►COmegaEngine.IPositionable | An interface to objects that have a position |
►COmegaEngine.Graphics.Cameras.Camera | Determines the perspective from which a Scene is displayed |
►COmegaEngine.Graphics.Cameras.CloneCamera | A camera that immitates the perspective of another Camera |
COmegaEngine.Graphics.Cameras.ReflectCamera | A camera that reflects the perspective of another Camera along a plane |
►COmegaEngine.Graphics.Cameras.MatrixCamera | A camera that internally uses matrixes for representing rotations |
COmegaEngine.Graphics.Cameras.EgoCamera | A classic ego-shooter camera (2D Terrain-locked movement, two-axis look rotation) |
COmegaEngine.Graphics.Cameras.StrategyCamera | A RTS-style camera with a rotateable horizontal view and an automatic vertical angle |
COmegaEngine.Graphics.Cameras.TrackCamera | A camera that can be rotated around a specific point in space |
►COmegaEngine.Graphics.Cameras.QuaternionCamera | A camera that internally uses quaternions for representing rotations |
COmegaEngine.Graphics.Cameras.CinematicCamera | A camera that cinematically swings from one view to another |
COmegaEngine.Graphics.Cameras.SpaceCamera | A freely rotateable and moveable camera, like flying through space |
COmegaEngine.Graphics.Renderables.CpuParticle | A particle used by the CpuParticleSystem |
►COmegaEngine.IPositionableOffset | An interface to objects that have an offset that can be subtracted from the IPositionable.Position get an effective position to use for rendering |
COmegaEngine.Audio.Sound3D | A memory-cached sound that is played on-demand simulating a position in 3D-space |
COmegaEngine.Graphics.PointLight | A light source that has a fixed position and shines uniformly in all directions |
COmegaEngine.Graphics.Renderables.PositionableRenderable | An object that can be Rendered at a specific Position in a Scene |
►COmegaEngine.Assets.IReferenceCount | Represents an object that tracks whether it is still needed by increasing and decreasing a reference counter |
COmegaEngine.Assets.Asset | Data loaded from a file and cached for use by one or more Renderables, Sounds, etc. |
►COmegaEngine.Graphics.ITextureProvider | An object that can provide a Texture for rendering |
COmegaEngine.Assets.XTexture | A texture loaded from one of DirectX's natively supported image formats (PNG, JPG, DDS, ...) |
COmegaEngine.Graphics.RenderTarget | Provides an in-memory area to render to instead of directly painting on the screen |
►COmegaEngine.IResetable | |
COmegaEngine.Graphics.Renderables.Renderable | An object that can be Rendered by the Engine |
COmegaEngine.Graphics.View | Controls the rendering of a OmegaEngine.Graphics.Scene using a Cameras.Camera |
►CNanoByte::Common::Controls::ITouchControl [external] | |
►CNanoByte::Common::Controls::TouchForm [external] | |
COmegaEngine.GameBase.GameForm | An internal Windows Form to use as Engine render target with mouse+keyboard event handling |
►CNanoByte::Common::Controls::TouchPanel [external] | |
COmegaEngine.RenderPanel | A Panel that automatically provides an OmegaEngine.Engine instance for rendering on it, an optional timer-driver render loop, input handling, etc |
►COmegaEngine.Graphics.LightSource | A light source that illimunates PositionableRenderables in a Scene |
COmegaEngine.Graphics.DirectionalLight | A light source that has no position and shines in one direction |
COmegaEngine.Graphics.PointLight | A light source that has a fixed position and shines uniformly in all directions |
COmegaGUI.Render.ListItem | Stores data for a DropdownList or ListBox item |
COmegaGUI.Model.LocaleFile | A wrapper around an XmlDictionary used to store localized strings |
COmegaEngine.MathUtils | Designed to keep other code clean of messy spaghetti code required for some math operations |
COmegaEngine.Graphics.MeshGenerator | Provides methods for creating meshes of simple geometric shapes (box, sphere, etc.) with texture coordinates |
COmegaEngine.Graphics.MeshHelper | Provides helper methods for optimizing Meshes, calculating normal vectors, adding textures, etc |
COmegaEngine.Graphics.Shaders.ParameterInfo | |
COmegaEngine.PerlinNoise | Perlin noise function |
COmegaEngine.Collections.Pool< OmegaEngine.Graphics.Renderables.CpuParticle > | |
COmegaEngine.Collections.Pool< OmegaEngine.Graphics.RenderTarget > | |
COmegaEngine.Graphics.VertexDecl.PositionColored | A fixed-function vertex format that stores position and color. Using this format hints the engine that that no lighting is to be used |
COmegaEngine.Graphics.VertexDecl.PositionColoredTextured | Not supported! |
COmegaEngine.Graphics.VertexDecl.PositionMultiTextured | A fixed-function vertex format that stores position, shadow information, texture blending weights and texture coordinates. Using this format hints the engine that normals and tangents still need to be calculated |
COmegaEngine.Graphics.VertexDecl.PositionNormalBinormalTangentTextured | A fixed-function vertex format that stores position, normals, binormals, tangents and texture coordinates. Using this format hints the engine that all necessary data is already present |
COmegaEngine.Graphics.VertexDecl.PositionNormalColored | A fixed-function vertex format that stores position, normals and texture coordinates. Using this format hints the engine that that lighting is to be used |
COmegaEngine.Graphics.VertexDecl.PositionNormalMultiTextured | A custom vertex format that stores position, normals, shadow information, texture blending weights and texture coordinates. Using this format hints the engine that tangents (and maybe normals) still need to be calculated |
COmegaEngine.Graphics.VertexDecl.PositionNormalTextured | A fixed-function vertex format that stores position, normals and texture coordinates. Using this format hints the engine that tangents (and maybe normals) still need to be calculated |
COmegaEngine.Graphics.VertexDecl.PositionTextured | A fixed-function vertex format that stores position and texture coordinates. Using this format hints the engine that normals and tangents still need to be calculated |
COmegaEngine.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 |
COmegaEngine.RandomUtils | Provides helper methods for creating different types of variables with random content |
COmegaEngine.Graphics.Shaders.SasHelper | Helper class for accessing SAS-compliant annotations and reading/setting parameters |
►COmegaEngine.Graphics.Shaders.SasScriptCommand | |
COmegaEngine.Graphics.Shaders.SasScriptClear | |
COmegaEngine.Graphics.Shaders.SasScriptClearSetColor | |
COmegaEngine.Graphics.Shaders.SasScriptClearSetDepth | |
COmegaEngine.Graphics.Shaders.SasScriptClearSetStencil | |
COmegaEngine.Graphics.Shaders.SasScriptDraw | |
COmegaEngine.Graphics.Shaders.SasScriptGeometryList | |
COmegaEngine.Graphics.Shaders.SasScriptHint | |
COmegaEngine.Graphics.Shaders.SasScriptLoopByCount | |
COmegaEngine.Graphics.Shaders.SasScriptLoopByType | |
COmegaEngine.Graphics.Shaders.SasScriptLoopEnd | |
COmegaEngine.Graphics.Shaders.SasScriptLoopGetCount | |
COmegaEngine.Graphics.Shaders.SasScriptLoopGetIndex | |
COmegaEngine.Graphics.Shaders.SasScriptLoopUpdate | |
COmegaEngine.Graphics.Shaders.SasScriptPass | |
COmegaEngine.Graphics.Shaders.SasScriptRenderColorTarget | |
COmegaEngine.Graphics.Shaders.SasScriptRenderDepthStencilTarget | |
COmegaEngine.Graphics.Shaders.SasScriptScriptExternal | |
COmegaEngine.Graphics.Shaders.SasScriptScriptSignature | |
COmegaEngine.Graphics.Shaders.SasScriptTechnique | |
COmegaGUI.Render.TextureNode | Structure for shared textures |
COmegaEngine.Graphics.VertexDecl.TransformedColored | A fixed-function vertex format that stores a transformed position and color |
COmegaEngine.Graphics.VertexDecl.TransformedColoredTextured | A fixed-function vertex format that stores a transformed position, color and texture coordinates |
COmegaEngine.Graphics.VertexDecl.TransformedTextured | A fixed-function vertex format that stores a transformed position and texture coordinates |
►CUITypeEditor | |
COmegaEngine.Values.Design.CodeEditor | An editor that can be associated with string properties. Uses TextEditorControl |
►COmegaEngine.Values.Design.FloatEditor | Abstract base class for drop-down PropertyGrid editors that can be associated with float properties |
COmegaEngine.Values.Design.AngleEditor | An editor that can be associated with float properties representing angles between 0 and 360 degrees. Uses AngleControl |
COmegaEngine.Values.Design.SliderEditor | An editor that can be associated with float properties with values between 0 and 3 to provide a TrackBar interface |
►CUserControl | |
COmegaEngine.Values.Design.AngleControl | Allows the input of angles between 0 and 360 degrees by clicking in a circle |
►CNanoByte.Common.Values.Design.ValueTypeConverter< Attenuation > [external] | |
COmegaEngine.Values.Design.AttenuationConverter | |
►CNanoByte.Common.Values.Design.ValueTypeConverter< ColorCorrection > [external] | |
COmegaEngine.Values.Design.ColorCorrectionConverter | |
►CNanoByte.Common.Values.Design.ValueTypeConverter< DoublePlane > [external] | |
COmegaEngine.Values.Design.DoublePlaneConverter | |
►CNanoByte.Common.Values.Design.ValueTypeConverter< DoubleVector3 > [external] | |
COmegaEngine.Values.Design.DoubleVector3Converter | |
►CNanoByte.Common.Values.Design.ValueTypeConverter< Quadrangle > [external] | |
COmegaEngine.Values.Design.QuadrangleConverter | |
►CNanoByte.Common.Values.Design.ValueTypeConverter< Vector2Ray > [external] | |
COmegaEngine.Values.Design.Vector2RayConverter | |
COmegaEngine.Values.XColor | Stores ARGB-colors as byte values but also surfaces them as float values |
COmegaEngine.Graphics.XMaterial | A combination of textures and lighting parameters |
COmegaEngine.Storage.XmlStorage | Provides easy serialization to XML files (optionally wrapped in ZIP archives) |