OmegaEngine API  1.0.3
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 1234567]
oCAttribute
oCOmegaGUI.Render.BlendColorBlends colors
oCOmegaEngine.Graphics.BufferHelperHelper methods for creating, reading from and writing to VertexBuffers and IndexBuffers.
oCOmegaEngine.ColorUtilsConvert colors to different formats, interpolate, invert, ...
oCOmegaEngine.Storage.ContentArchiveEntryRepresents a file in a content archive.
oCOmegaEngine.Storage.ContentManagerProvides a virtual file system for combining data from multiple directories and archives (useful for modding).
oCOmegaGUI.Render.ControlAbstract base class for all control models
oCOmegaEngine.Graphics.Renderables.CpuParticleParametersA set of information about a particle in a particle system
oCOmegaEngine.Graphics.Renderables.CpuParticleParametersStructA set of information about a particle in a particle system stored as a struct
oCOmegaGUI.Render.DialogA dialog model containing DirectX-based controls
oCOmegaEngine.Graphics.Shaders.DynamicShaderHelper class for dynamically generating Shader code
oCOmegaGUI.Render.ElementHolderContains all the display information for a given control type
oCOmegaEngine.Storage.EmbeddedFileInformation about an additional file to be stored along side an ZIP archive using NanoByte.Common.Storage.XmlStorage or BinaryStorage.
oCOmegaEngine.EngineCapabilitiesMethods for determining the rendering capabilities of the graphics hardware.
oCOmegaEngine.EngineConfigStores settings for initializing Engine
oCOmegaEngine.EngineEffectsTurn specific rendering effects in the Engine on or off.
oCOmegaEngine.EnginePerformanceTracks the performance/speed of the Engine.
oCOmegaEngine.EngineStateRepresents the current graphics render state of the Engine.Device.
oCOmegaEngine.EngineUtilsAnimationProvides simple animation helpers for the Engine.
oCOmegaEngine.EngineUtilsDrawProvides simple draw helpers for the Engine.
oCException
oCOmegaEngine.Values.ExpandableRectangleArray< T >Builds a rectangle array that can grow in any direction.
oCOmegaGUI.Render.FontNodeStructure for shared fonts
oCForm
oCOmegaEngine.Values.Grid< T >A 2D grid of values that can be stored in PNG files.
oCOmegaEngine.HardwareInformation about the hardware the Engine is running on.
oCOmegaEngine.HardwareCpu
See Also
Hardware.Cpu
oCOmegaEngine.HardwareGpu
See Also
Hardware.Gpu
oCOmegaEngine.HardwareRam
See Also
Hardware.Ram
oCOmegaEngine.IAudioRepresents an asset that can playback audio.
oCICloneable
oCICloneable< Dialog >
oCICollection< T >
oCNanoByte::Common::Controls::IContextMenu [external]
oCIDisposable
oCIEquatable< Attenuation >
oCIEquatable< ByteVector4 >
oCIEquatable< ColorCorrection >
oCIEquatable< DoublePlane >
oCIEquatable< DoubleVector3 >
oCIEquatable< FileEntry >
oCIEquatable< Quadrangle >
oCIEquatable< Vector2Ray >
oCNanoByte::Common::Controls::IHighlightColor [external]
oCOmegaEngine.Input.IInputReceiverAn object that receives input procesed into navigational commands from an InputProvider.
oCINamed< Asset >
oCINamed< FileEntry >
oCIPoolable< CpuParticle >
oCIPoolable< RenderTarget >
oCOmegaEngine.Collections.IPoolable< T >An interface items must implement to be addable to Pool{T}. Poolable items directly store a reference to their successor.
oCOmegaEngine.IPositionableAn interface to objects that have a position.
oCOmegaEngine.Assets.IReferenceCountRepresents an object that tracks whether it is still needed by increasing and decreasing a reference counter.
oCOmegaEngine.IResetable
oCNanoByte::Common::Controls::ITouchControl [external]
oCOmegaEngine.Graphics.LightSourceA light source that illimunates PositionableRenderables in a Scene.
oCOmegaGUI.Render.ListItemStores data for a DropdownList or ListBox item
oCOmegaGUI.Model.LocaleFileA wrapper around an XmlDictionary used to store localized strings.
oCOmegaEngine.MathUtilsDesigned to keep other code clean of messy spaghetti code required for some math operations.
oCOmegaEngine.Graphics.MeshGeneratorProvides methods for creating meshes of simple geometric shapes (box, sphere, etc.) with texture coordinates.
oCOmegaEngine.Graphics.MeshHelperProvides helper methods for optimizing Meshes, calculating normal vectors, adding textures, etc.
oCOmegaEngine.Graphics.Shaders.ParameterInfo
oCOmegaEngine.PerlinNoisePerlin noise function.
oCOmegaEngine.Graphics.VertexDecl.PositionColoredA fixed-function vertex format that stores position and color. Using this format hints the engine that that no lighting is to be used.
oCOmegaEngine.Graphics.VertexDecl.PositionColoredTexturedNot supported!
oCOmegaEngine.Graphics.VertexDecl.PositionMultiTexturedA 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.
oCOmegaEngine.Graphics.VertexDecl.PositionNormalBinormalTangentTexturedA 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.
oCOmegaEngine.Graphics.VertexDecl.PositionNormalColoredA fixed-function vertex format that stores position, normals and texture coordinates. Using this format hints the engine that that lighting is to be used.
oCOmegaEngine.Graphics.VertexDecl.PositionNormalMultiTexturedA 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.
oCOmegaEngine.Graphics.VertexDecl.PositionNormalTexturedA 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.
oCOmegaEngine.Graphics.VertexDecl.PositionTexturedA 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.
oCOmegaEngine.ProfilerHelper class with static functions to signal the beginnings and endings of performance profiling events. In Debug builds events are also passed to PIX.
oCOmegaEngine.RandomUtilsProvides helper methods for creating different types of variables with random content.
oCOmegaEngine.Graphics.Shaders.SasHelperHelper class for accessing SAS-compliant annotations and reading/setting parameters
oCOmegaEngine.Graphics.Shaders.SasScriptCommand
oCOmegaGUI.Render.TextureNodeStructure for shared textures
oCOmegaEngine.Graphics.VertexDecl.TransformedColoredA fixed-function vertex format that stores a transformed position and color.
oCOmegaEngine.Graphics.VertexDecl.TransformedColoredTexturedA fixed-function vertex format that stores a transformed position, color and texture coordinates.
oCOmegaEngine.Graphics.VertexDecl.TransformedTexturedA fixed-function vertex format that stores a transformed position and texture coordinates.
oCUITypeEditor
oCUserControl
oCValueTypeConverter< Attenuation >
oCValueTypeConverter< ColorCorrection >
oCValueTypeConverter< DoublePlane >
oCValueTypeConverter< DoubleVector3 >
oCValueTypeConverter< Quadrangle >
oCValueTypeConverter< Vector2Ray >
oCOmegaEngine.Values.XColorStores ARGB-colors as byte values but also surfaces them as float values.
oCOmegaEngine.Graphics.XMaterialA combination of textures and lighting parameters.
\COmegaEngine.Storage.XmlStorageProvides easy serialization to XML files (optionally wrapped in ZIP archives).