Augment Sce.PlayStation.Core.Graphics.GraphicsContext with a matrix stack and a couple of other functions. More...
Classes | |
class | DebugStats_ |
DebugStats at the moment only stores a DrawArrays calls counter. More... | |
Public Member Functions | |
GraphicsContextAlpha (Sce.PlayStation.Core.Graphics.GraphicsContext context=null) | |
GraphicsContextAlpha constructor. | |
void | Dispose () |
Dispose implementation. | |
Matrix4 | GetMVP () |
GetMVP() is a shortcut for ProjectionMatrix.Get() * ViewMatrix.Get() * ModelMatrix.Get(). | |
float | GetAspect () |
GetAspect() is a shortcut that returns the viewport's aspect ratio (width/height). | |
Bounds2 | GetViewportf () |
This function returns the viewport as a Bounds2 object. | |
void | SetDepthMask (bool write) |
Set the depth write mask. | |
void | SetBlendMode (BlendMode mode) |
Set the blend mode. | |
Static Public Member Functions | |
static Texture2D | CreateTextureUnicolor (uint color) |
Create a small texture where all pixels have the same color. | |
static Texture2D | CreateTextureFromFont (string text, Font font, uint color=0xffffffff) |
Given a Font object and a text, create a texture representing text. | |
Public Attributes | |
MatrixStack | ModelMatrix |
The model matrix stack, similar to OpenGL. | |
MatrixStack | ViewMatrix |
The view matrix stack, similar to OpenGL. | |
MatrixStack | ProjectionMatrix |
The projection matrix stack, similar to OpenGL. | |
DebugStats_ | DebugStats |
DebugStats for simple profiling. | |
Properties | |
Sce.PlayStation.Core.Graphics.GraphicsContext | Context [get] |
The core graphics context. | |
bool | Disposed [get] |
Return true if this object been disposed. | |
TextureInfo | WhiteTextureInfo [get] |
Return a small white texture with all pixels set to 0xffffffff, as a TextureInfo. |
Augment Sce.PlayStation.Core.Graphics.GraphicsContext with a matrix stack and a couple of other functions.
TextureInfo WhiteTextureInfo [get] |
Return a small white texture with all pixels set to 0xffffffff, as a TextureInfo.
Used as default in some shaders.