Microsoft.Xna.Framework.Graphics Namespace

  Platforms Name Description
AlphaTestEffect Built-in effect that supports alpha testing. 
BasicEffect Built-in effect that supports optional texturing, vertex coloring, fog, and lighting. 
BlendState  
DepthStencilState  
DeviceLostException  
DeviceNotResetException  
DirectionalLight  
DisplayMode  
DisplayModeCollection  
DualTextureEffect Built-in effect that supports two-layer multitexturing. 
DynamicIndexBuffer  
DynamicVertexBuffer  
Effect  
EffectAnnotation  
EffectAnnotationCollection  
EffectMaterial  
EffectParameter  
EffectParameterCollection  
EffectPass  
EffectPassCollection  
EffectTechnique  
EffectTechniqueCollection  
EnvironmentMapEffect Built-in effect that supports environment mapping. 
GraphicsAdapter  
GraphicsDebug  
GraphicsDebugMessage  
GraphicsDevice  
GraphicsResource  
IndexBuffer  
Model A basic 3D model with per mesh parent bones. 
ModelBone  
ModelBoneCollection Represents a set of bones associated with a model. 
ModelEffectCollection  
ModelMesh  
ModelMeshCollection Represents a collection of ModelMesh objects. 
ModelMeshPart  
ModelMeshPartCollection  
NoSuitableGraphicsDeviceException  
OcclusionQuery  
PresentationParameters  
RasterizerState  
RenderTarget2D  
RenderTarget3D  
RenderTargetCube Represents a texture cube that can be used as a render target. 
ResourceCreatedEventArgs  
ResourceDestroyedEventArgs  
SamplerState  
SamplerStateCollection  
SkinnedEffect Built-in effect for rendering skinned character models. 
SpriteBatch Helper class for drawing text strings and sprites in one or more optimized batches. 
SpriteEffect The default effect used by SpriteBatch. 
SpriteFont  
SwapChainRenderTarget A swap chain used for rendering to a secondary GameWindow. 
TargetBlendState  
Texture  
Texture2D  
Texture3D  
TextureCollection  
TextureCube  
VertexBuffer  
VertexDeclaration Defines per-vertex data of a vertex buffer. 
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  Platforms Name Description
EffectPassCollection.Enumerator  
GraphicsMetrics A snapshot of rendering statistics from Metrics to be used for runtime debugging and profiling. 
ModelBoneCollection.Enumerator Provides the ability to iterate through the bones in an ModelMeshCollection. 
ModelEffectCollection.Enumerator  
ModelMeshCollection.Enumerator Provides the ability to iterate through the bones in an ModelMeshCollection. 
RenderTargetBinding  
SpriteFont.Glyph Struct that defines the spacing, Kerning, and bounds of a character. 
VertexBufferBinding Defines how a vertex buffer is bound to the graphics device for rendering. 
VertexElement Defines a single element in a vertex. 
VertexPosition  
VertexPositionColor  
VertexPositionColorTexture  
VertexPositionNormalTexture  
VertexPositionTexture  
Viewport Describes the view bounds for render-target surface. 
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  Platforms Name Description
IEffectFog The common effect fog rendering parameters. 
IEffectLights The common effect light rendering parameters. 
IEffectMatrices  
IGraphicsDeviceService  
IVertexType  
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  Platforms Name Description
Blend Defines a blend mode. 
BlendFunction Defines a function for color blending. 
BufferUsage A usage hint for optimizing memory placement of graphics buffers. 
ClearOptions Defines the buffers for clearing when calling Clear(ClearOptions, Color, float, int) operation. 
ColorWriteChannels Defines the color channels for render target blending operations. 
CompareFunction The comparison function used for depth, stencil, and alpha tests. 
CubeMapFace Defines the faces in a cube map for the TextureCube class. 
CullMode Defines a culling mode for faces in rasterization process. 
DepthFormat Defines formats for depth-stencil buffer. 
EffectParameterClass Defines classes for effect parameters and shader constants. 
EffectParameterType Defines types for effect parameters and shader constants. 
FillMode Defines options for filling the primitive. 
GraphicsAdapter.DriverType Defines the driver type for graphics adapter. Usable only on DirectX platforms for now. 
GraphicsDeviceStatus Describes the status of the GraphicsDevice
GraphicsProfile Defines a set of graphic capabilities. 
IndexElementSize Defines size for index in IndexBuffer and DynamicIndexBuffer
PresentInterval Defines how Present() updates the game window. 
PrimitiveType Defines how vertex data is ordered. 
RenderTargetUsage Defines if the previous content in a render target is preserved when it set on the graphics device. 
SetDataOptions Defines how vertex or index buffer data will be flushed during a SetData operation. 
SpriteEffects Defines sprite visual options for mirroring. 
SpriteSortMode Defines sprite sort rendering options. 
StencilOperation Defines stencil buffer operations. 
SurfaceFormat Defines types of surface formats. 
TextureAddressMode Defines modes for addressing texels using texture coordinates that are outside of the range of 0.0 to 1.0. 
TextureFilter Defines filtering types for texture sampler. 
TextureFilterMode Filtering modes for texture samplers. 
VertexElementFormat Defines vertex element formats. 
VertexElementUsage Defines usage for vertex elements. 
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Supported in:

    
 Windows DirectX Desktop
    
 Linux Desktop
    
 Windows OpenGL Desktop
    
 Web