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GLFrameworkEngine.xml
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GLFrameworkEngine.xml
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<?xml version="1.0"?>
<doc>
<assembly>
<name>GLFrameworkEngine</name>
</assembly>
<members>
<member name="P:GLFrameworkEngine.MaterialAsset.CachedBakedTextures">
<summary>
Gets or sets a list of baked textures cached to this material.
Baked textures can be kept during the process of swapping different materials.
</summary>
</member>
<member name="P:GLFrameworkEngine.TextureAsset.RenderableTex">
<summary>
The rendered texture instance used to display the texture in OpenGL.
</summary>
</member>
<member name="F:GLFrameworkEngine.Camera.AnimationKeys">
<summary>
Keyed values for animating a camera.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.ZoomSpeed">
<summary>
The speed of the camera used when zooming.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.PanSpeed">
<summary>
The speed of the camera used when padding.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.KeyMoveSpeed">
<summary>
The move speed of the camera used when using key movements.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Width">
<summary>
The width of the camera fustrum.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Height">
<summary>
The height of the camera fustrum.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.AspectRatio">
<summary>
The aspect ratio of the camera fustrum.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.FovDegrees">
<summary>
The field of view in degrees.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Fov">
<summary>
The field of view in radians.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.ZNear">
<summary>
The z near value.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.ZFar">
<summary>
The z far value.
</summary>
</member>
<member name="F:GLFrameworkEngine.Camera.RotationX">
<summary>
The rotation of the camera on the X axis in radians.
</summary>
</member>
<member name="F:GLFrameworkEngine.Camera.RotationY">
<summary>
The rotation of the camera on the Y axis in radians.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.RotationDegreesX">
<summary>
The rotation of the camera on the X axis in degrees.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.RotationDegreesY">
<summary>
The rotation of the camera on the Y axis in degrees.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.LockRotation">
<summary>
Locks the camera state to prevent rotations.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.TargetPosition">
<summary>
The position of the camera in world space.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Controller">
<summary>
The controller of the camera to handle user movement.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.IsOrthographic">
<summary>
Toggles orthographic projection in the camera.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Distance">
<summary>
Gets the distance of the camera.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.TargetDistance">
<summary>
The distance to the camera target
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.ModelMatrix">
<summary>
Gets the model matrix of the camera.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.ViewProjectionMatrix">
<summary>
Gets the combined view projection matrix of the camera.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.ProjectionMatrix">
<summary>
Gets or sets the projection matrix.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.ViewMatrix">
<summary>
Gets or sets the view matrix.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.InverseRotationMatrix">
<summary>
Gets or sets the inverse rotation matrix.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.InvertRotationX">
<summary>
Inverts the camera rotation controls on the X axis.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.InvertRotationY">
<summary>
Inverts the camera rotation controls on the Y axis.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.FactorX">
<summary>
The horizontal aspect factor of the camera fustrum.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.FactorY">
<summary>
The verticle aspect factor of the camera fustrum.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Depth">
<summary>
The depth of the mouse cursor.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.AnimationTimer">
<summary>
The animation timer used during camera transitional movements.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.ResetTransform">
<summary>
Resets the camera transform values.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.ResetViewportTransform">
<summary>
Resets the viewport camera transform values.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.RotateFromLookat(OpenTK.Vector3,OpenTK.Vector3)">
<summary>
Rotates the camera from a given eye and target position.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.ScaleByCameraDistance(OpenTK.Vector3,System.Single)">
<summary>
Calculates a scaling factor given the camera distance.
This can be used for objects to maintain their scale while the camera moves.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.UpdateMatrices">
<summary>
Updates the view and projection matrices with current camera data.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.FocusOnObject(GLFrameworkEngine.GLTransform,System.Single)">
<summary>
Transforms the camera position to focus on the given transformation.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.InFustrum(GLFrameworkEngine.BoundingNode)">
<summary>
Checks if a bounding node is within the camera fustrum.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.InRange(OpenTK.Vector3,System.Single)">
<summary>
Checks if the given position is in range with the camera position.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.GetViewPostion">
<summary>
Gets the camera view position.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Mode">
<summary>
Sets and updates the camera controller mode.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Direction">
<summary>
Gets and sets the current camera direction being faced.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.RotationLookat">
<summary>
Sets the rotation type to a look at type. Generally used for animating.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.EyeTarget">
<summary>
Gets or sets the eye target for look at rotation type.
</summary>
</member>
<member name="P:GLFrameworkEngine.Camera.Twist">
<summary>
Gets or sets the Z rotation for look at rotation type.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.GetProjectionMatrix">
<summary>
Gets the calculated projection matrix.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.GetViewMatrix">
<summary>
Gets the calculated view matrix.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.ResetAnimations">
<summary>
Resets the keyed animation data for the camera.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.SetKeyframe(GLFrameworkEngine.CameraAnimationKeys,System.Single)">
<summary>
Sets a key value for animation usage.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.StartCameraAnimation(System.Collections.Generic.Dictionary{GLFrameworkEngine.CameraAnimationKeys,System.Single},System.Single)">
<summary>
Starts a simple camera animation between the current and given target values during a given frame count.
</summary>
</member>
<member name="M:GLFrameworkEngine.Camera.CoordFor(System.Int32,System.Int32,System.Single)">
<summary>
Gets the 3D coordinates for the given mouse XY coordinates and depth value.
</summary>
<returns></returns>
</member>
<member name="P:GLFrameworkEngine.BoundingBox.Min">
<summary>
The minimum point in the box.
</summary>
</member>
<member name="P:GLFrameworkEngine.BoundingBox.Max">
<summary>
The maximum point in the box.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.GetCenter">
<summary>
Gets the center of the bounding box.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.GetExtent">
<summary>
Gets the extent of the bounding box.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.GetSize">
<summary>
Gets the size of the bounding box.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.IsInside(OpenTK.Vector3)">
<summary>
Checks if a point is inside this bounding box.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.IsInside(GLFrameworkEngine.BoundingBox)">
<summary>
Checks if a bounding box is fully inside this bounding box.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.IsOverlapping(GLFrameworkEngine.BoundingBox)">
<summary>
Checks if a bounding box is partially inside this bounding box.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.UpdateTransform(OpenTK.Matrix4)">
<summary>
Updates the current box points from the given transform.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.FromMinMax(OpenTK.Vector3,OpenTK.Vector3)">
<summary>
Creates a bounding box from a min and max vertex point.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingBox.CalculateMinMax(OpenTK.Vector3[],OpenTK.Vector3@,OpenTK.Vector3@)">
<summary>
Gets the min and max vector values from an array of points for creating a bounding box.
</summary>
<param name="points"></param>
<param name="min"></param>
<param name="max"></param>
</member>
<member name="T:GLFrameworkEngine.BoundingNode">
<summary>
Repesents a node that can be detected from the camera fustrum.
These are used for culling in the camera fustrum.
</summary>
</member>
<member name="F:GLFrameworkEngine.BoundingNode.Children">
<summary>
The children nodes used for additional cull searching.
</summary>
</member>
<member name="P:GLFrameworkEngine.BoundingNode.Box">
<summary>
The bounding box of the node.
</summary>
</member>
<member name="P:GLFrameworkEngine.BoundingNode.Center">
<summary>
The center of the bounding sphere.
</summary>
</member>
<member name="P:GLFrameworkEngine.BoundingNode.Radius">
<summary>
The radius of the bounding sphere.
</summary>
</member>
<member name="M:GLFrameworkEngine.BoundingNode.GetCenter">
<summary>
Gets the center point of the bounding node in world coordinates used to place the sphere.
</summary>
<returns></returns>
</member>
<member name="M:GLFrameworkEngine.BoundingNode.GetRadius">
<summary>
The bounding radius size for sphere detection in world coordinates.
</summary>
<returns></returns>
</member>
<member name="M:GLFrameworkEngine.BoundingNode.UpdateTransform(OpenTK.Matrix4)">
<summary>
Updates the bounding radius and bounding boxes with the given transform.
</summary>
<param name="transform"></param>
</member>
<member name="M:GLFrameworkEngine.BoundingNode.CreateOctree">
<summary>
Generates 8 sub bounding octrees inside the boudning node.
</summary>
</member>
<member name="T:GLFrameworkEngine.CameraFrustum">
<summary>
Detects if objects are within the given camera's Frustum
</summary>
</member>
<member name="M:GLFrameworkEngine.CameraFrustum.UpdateCamera(GLFrameworkEngine.Camera)">
<summary>
Updates the Frustum planes using the given control's camera and projection matricies.
This must be called each time the camera is updated.
</summary>
<param name="camera"></param>
</member>
<member name="M:GLFrameworkEngine.CameraFrustum.CheckIntersection(GLFrameworkEngine.Camera,GLFrameworkEngine.BoundingNode)">
<summary>
Determines if the given bounding node is within the current camera Frustum.
</summary>
</member>
<member name="M:GLFrameworkEngine.CameraFrustum.ContainsSphere(OpenTK.Vector4[],OpenTK.Vector3,System.Single)">
<summary>
Checks if the given sphere is contained within the plane Frustum.
</summary>
</member>
<member name="M:GLFrameworkEngine.CameraFrustum.ContainsBox(OpenTK.Vector4[],GLFrameworkEngine.BoundingBox)">
<summary>
Checks if the given bounding box is contained within the plane Frustum.
</summary>
</member>
<member name="T:GLFrameworkEngine.BoundingBoxRender">
<summary>
Represents a lined box renderer from an axis aligned bounding box.
</summary>
</member>
<member name="T:GLFrameworkEngine.CameraRenderer">
<summary>
A cubic render of the camera fustrum using the view and projection matrix data
</summary>
</member>
<member name="T:GLFrameworkEngine.Cursor3D">
<summary>
Represents a 3D cursor renderer.
This can be used to spawn objects at a specific point
or used as a pivot.
</summary>
</member>
<member name="F:GLFrameworkEngine.Cursor3D.Transform">
<summary>
The transform matrix of the drawable.
</summary>
</member>
<member name="F:GLFrameworkEngine.Cursor3D.Material">
<summary>
The material of the cursor.
</summary>
</member>
<member name="P:GLFrameworkEngine.Cursor3D.IsVisible">
<summary>
Toggles visibility of the cursor.
</summary>
</member>
<member name="M:GLFrameworkEngine.Cursor3D.SetCursor(GLFrameworkEngine.GLContext,System.Int32,System.Int32)">
<summary>
Sets the cursor 3d position given the screen coordinates.
</summary>
</member>
<member name="T:GLFrameworkEngine.GenericMaterialRender">
<summary>
Represents a generic material renderer used by a generic mesh.
</summary>
</member>
<member name="T:GLFrameworkEngine.GenericMeshRender">
<summary>
Represents a model renderer used by a generic mesh.
In most cases, these are used by file formats to draw their model data.
Model formats use <c>STGenericModel</c> hich consists of STGenericMesh meshes.
</summary>
</member>
<member name="M:GLFrameworkEngine.GenericMeshRender.ReloadMaterial">
<summary>
Reloads the material data along with the assigned buffer layouts.
</summary>
</member>
<member name="M:GLFrameworkEngine.GenericMeshRender.UpdateVertexData">
<summary>
Updates the current vertex data with the set of vertices provided by the generic mesh.
</summary>
</member>
<member name="M:GLFrameworkEngine.GenericMeshRender.UpdateBoundingBox">
<summary>
Updates the boundings calculated by the vertex positions of the generic mesh.
</summary>
</member>
<member name="M:GLFrameworkEngine.GenericMeshRender.RecalculateOrigin">
<summary>
Recalculates the vertex positions by turning it into local space from the current transform.
This allows the vertices to use the current transform space.
</summary>
</member>
<member name="T:GLFrameworkEngine.OrientationGizmo">
<summary>
Represents an orientation view cube for displaying the camera orientation.
This cube is automatically drawn to the bottom left corner of the current viewport.
</summary>
</member>
<member name="T:GLFrameworkEngine.ScreenQuadRender">
<summary>
Represents a quad renderer for drawning frame buffers.
</summary>
</member>
<member name="T:GLFrameworkEngine.SpriteDrawer">
<summary>
Represents a billboarded sprite renderer.
</summary>
</member>
<member name="F:GLFrameworkEngine.SpriteDrawer.Transform">
<summary>
The transform matrix of the drawable.
</summary>
</member>
<member name="F:GLFrameworkEngine.SpriteDrawer.Material">
<summary>
The material of the cursor.
</summary>
</member>
<member name="P:GLFrameworkEngine.SpriteDrawer.IsVisible">
<summary>
Toggles visibility of the cursor.
</summary>
</member>
<member name="P:GLFrameworkEngine.SpriteDrawer.IsSelected">
<summary>
Determines if the sprite is selected or not.
</summary>
</member>
<member name="F:GLFrameworkEngine.SpriteDrawer.TextureID">
<summary>
The texture ID of the sprite.
</summary>
</member>
<member name="T:GLFrameworkEngine.TransformableObject">
<summary>
Represents a default transformable object with a standard cube drawn.
</summary>
</member>
<member name="M:GLFrameworkEngine.Matrix4Extension.CreateRotation(OpenTK.Vector3,OpenTK.Vector3)">
<summary>
Creates a rotation matrix from normal and tangent data.
</summary>
<param name="normal"></param>
<param name="tangent"></param>
<returns></returns>
</member>
<member name="M:GLFrameworkEngine.Matrix4Extension.CreateTransform(OpenTK.Vector3,OpenTK.Vector3,OpenTK.Vector3)">
<summary>
Creates a SRT matrix from translation, euler and scale vectors.
</summary>
</member>
<member name="M:GLFrameworkEngine.Matrix4Extension.CreateTransform(OpenTK.Vector3,OpenTK.Quaternion,OpenTK.Vector3)">
<summary>
Creates a SRT matrix from translation, quaternion and scale vectors.
</summary>
</member>
<member name="T:GLFrameworkEngine.FileData.CurveFileData">
<summary>
Curve data that can be serialized as json into a render curve object.
</summary>
</member>
<member name="T:GLFrameworkEngine.ObjLoader">
<summary>
Represents a .obj file loader for loading model data.
</summary>
</member>
<member name="P:GLFrameworkEngine.ObjLoader.ObjPolygon.Material">
<summary>
The material used for this face.
</summary>
</member>
<member name="F:GLFrameworkEngine.ObjLoader.ObjFace.Vertices">
<summary>
The three <see cref="T:GLFrameworkEngine.ObjLoader.ObjVertex"/> vertices which define this triangle.
</summary>
</member>
<member name="T:GLFrameworkEngine.ObjLoader.ObjVertex">
<summary>
Represents the indices required to define a vertex of an <see cref="!:ObjModel"/>.
</summary>
</member>
<member name="F:GLFrameworkEngine.ObjLoader.ObjVertex.Position">
<summary>
The vertex position from the positions array of the owning <see cref="!:ObjModel"/>.
</summary>
</member>
<member name="F:GLFrameworkEngine.ObjLoader.ObjVertex.TexCoord">
<summary>
The vertex texture coordinates from the texture coordinate array of the owning <see cref="!:ObjModel"/>.
</summary>
</member>
<member name="F:GLFrameworkEngine.ObjLoader.ObjVertex.Normal">
<summary>
The vertex normal from the normal array of the owning <see cref="!:ObjModel"/>.
</summary>
</member>
<member name="T:GLFrameworkEngine.ObjLoader.ObjMaterial">
<summary>
Represents a material in an <see cref="!:ObjModel"/>.
</summary>
</member>
<member name="P:GLFrameworkEngine.ObjLoader.ObjMaterial.Name">
<summary>
Gets or sets the name of the material.
</summary>
</member>
<member name="P:GLFrameworkEngine.ObjLoader.ObjMaterial.DiffuseTexture">
<summary>
Gets or sets the diffuse texture.
</summary>
</member>
<member name="P:GLFrameworkEngine.ObjLoader.ObjMaterial.Diffuse">
<summary>
Gets or sets the diffuse color.
</summary>
</member>
<member name="P:GLFrameworkEngine.ObjLoader.ObjMaterial.Ambient">
<summary>
Gets or sets the amient color.
</summary>
</member>
<member name="P:GLFrameworkEngine.ObjLoader.ObjMaterial.Specular">
<summary>
Gets or sets the specular color.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.FrameArgs">
<summary>
Default rendering arguments when a rendered frame is being drawn.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.ScreenBuffer">
<summary>
The screen buffer storing the current color/depth render texture of the drawn scene objects.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.SelectionTools">
<summary>
Selection tools used for selecting scene objects in different ways.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.TransformTools">
<summary>
Transform tools for transforming scene objects.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.PickingTools">
<summary>
Picking toolsets for picking objects.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.ColorPicker">
<summary>
Color picking for picking scene objects using a color ID pass.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.RayPicker">
<summary>
Ray picking for picking scene objects using bounding radius/boxes.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.CollisionCaster">
<summary>
Collision ray picking for dropping scene objects to collision.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.Camera">
<summary>
The camera instance to use in the scene.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.Scene">
<summary>
The scene information containing the list of drawables along with selection handling.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.Width">
<summary>
The width of the current context. Should be given the width height.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.Height">
<summary>
The height of the current context. Should be given the viewport height.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.Focused">
<summary>
If the current context is in focus or not.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.MouseOrigin">
<summary>
Gets or sets the mouse position after a mouse down event.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.CurrentMousePoint">
<summary>
Gets or sets the current mouse postion.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.MouseOffset">
<summary>
Gets or sets the offset from the mouse origin.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.UseSRBFrameBuffer">
<summary>
Determines to enable SRGB or not for the current context.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.EnableBloom">
<summary>
Toggles bloom usage.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.EnableFog">
<summary>
Toggles fog usage.
</summary>
</member>
<member name="F:GLFrameworkEngine.GLContext.EnableDropToCollision">
<summary>
Toggles dropping objects to collision of the current CollisionCaster or not
during a translation transform.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.PreviewScale">
<summary>
The preview scale to scale up model displaying.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.Cursor3DPosition">
<summary>
Gets or sets the 3D Cursor position used for placing objects and custom origin points.
</summary>
</member>
<!-- Badly formed XML comment ignored for member "M:GLFrameworkEngine.GLContext.PointScreenRay" -->
<!-- Badly formed XML comment ignored for member "M:GLFrameworkEngine.GLContext.PointScreenRay(System.Int32,System.Int32)" -->
<member name="M:GLFrameworkEngine.GLContext.ScreenCoordFor(OpenTK.Vector3)">
<summary>
Gets the x y screen coordinates from a 3D position.
</summary>
</member>
<member name="M:GLFrameworkEngine.GLContext.GetPointUnderMouse(System.Single)">
<summary>
Gets a 3D position of the current mouse coordinates given the depth.
</summary>
</member>
<member name="M:GLFrameworkEngine.GLContext.CoordFor(System.Single,System.Single,System.Single)">
<summary>
Gets a 3D position given the screen x y coordinates and depth.
</summary>
</member>
<member name="M:GLFrameworkEngine.GLContext.NormalizeMouseCoords(OpenTK.Vector2)">
<summary>
Converts the given mouse coordinates to normalized coordinate space to use in the GL coordinate system -1 1.
</summary>
</member>
<member name="M:GLFrameworkEngine.GLContext.IsShaderActive(GLFrameworkEngine.ShaderProgram)">
<summary>
Checks if the given shader is active in the context.
</summary>
</member>
<member name="P:GLFrameworkEngine.GLContext.CurrentShader">
<summary>
The current shader in the context to be drawn.
If null, will disable drawing the shader.
</summary>
</member>
<member name="F:GLFrameworkEngine.BillboardMaterial.Color">
<summary>
The color of the material output.
</summary>
</member>
<member name="F:GLFrameworkEngine.BillboardMaterial.Scale">
<summary>
The scale of the model.
</summary>
</member>
<member name="F:GLFrameworkEngine.BillboardMaterial.ModelMatrix">
<summary>
The model matrix of the model.
</summary>
</member>
<member name="F:GLFrameworkEngine.BillboardMaterial.ScaleByCameraDistance">
<summary>
Determines to scale the model based on the distance the camera is from the model matrix.
</summary>
</member>
<member name="F:GLFrameworkEngine.BillboardMaterial.DisplaySelection">
<summary>
Displays the material with a selection color.
</summary>
</member>
<member name="F:GLFrameworkEngine.BillboardMaterial.TextureID">
<summary>
The sprite texture ID of the billboarded material.
</summary>
</member>
<member name="P:GLFrameworkEngine.BufferObject.Target">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.BufferObject.DataCount">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.BufferObject.DataStride">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.BufferObject.DataSizeInBytes">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderAttribute.Name">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderAttribute.Location">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderAttribute.Type">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderAttribute.Offset">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderAttribute.Size">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderAttribute.ElementCount">
<summary>
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderAttribute.Normalized">
<summary>
</summary>
</member>
<member name="M:GLFrameworkEngine.RenderMesh`1.UpdateInstanceData``1(``0[])">
<summary>
Updates the existing instanced data.
</summary>
</member>
<member name="M:GLFrameworkEngine.RenderMesh`1.LoadInstanceAttributes``1(``0[])">
<summary>
Loads instanced data into the current vertex array object.
</summary>
</member>
<member name="M:GLFrameworkEngine.RenderMeshBase.Draw(GLFrameworkEngine.GLContext)">
<summary>
Draws a model with the current context.
</summary>
</member>
<member name="M:GLFrameworkEngine.VertexArrayObject.#ctor(System.Int32,System.Nullable{System.Int32})">
<summary>
Creates an object to which you can add Attributes. When you are done call Submit()!
</summary>
<param name="buffer">The opengl buffer where all the vertexdata is/will be stored</param>
<param name="indexBuffer">The opengl buffer where all the indices are/will be stored</param>
</member>
<member name="M:GLFrameworkEngine.VertexArrayObject.AddAttribute(System.Int32,System.Int32,OpenTK.Graphics.OpenGL.VertexAttribPointerType,System.Boolean,System.Int32,System.Int32)">
<summary>
Adds an attribute to the current vertex layout.
</summary>
</member>
<member name="M:GLFrameworkEngine.VertexArrayObject.Delete">
<summary>
Deletes the vertex array object.
</summary>
</member>
<member name="M:GLFrameworkEngine.VertexArrayObject.Initialize">
<summary>
Inits the vertex array object with a new ID.
</summary>
</member>
<member name="M:GLFrameworkEngine.VertexArrayObject.Bind">
<summary>
Binds the vertex data buffer
</summary>
</member>
<member name="M:GLFrameworkEngine.VertexArrayObject.Use">
<summary>
Binds this VertexArrayObject and the associated IndexBuffer if there is one
</summary>
<param name="control"></param>
</member>
<member name="T:GLFrameworkEngine.VertexBufferObject">
<summary>
A vertex buffer object that supports loading multiple attributes and buffers.
</summary>
</member>
<member name="M:GLFrameworkEngine.RenderablePath.CreateLinearStandard(System.Single)">
<summary>
Creates a standard bezier curve using 2 points with handles.
</summary>
</member>
<member name="M:GLFrameworkEngine.RenderablePath.CreateBezierStandard(System.Single)">
<summary>
Creates a standard bezier curve using 2 points with handles.
</summary>
</member>
<member name="M:GLFrameworkEngine.RenderablePath.CreateBezierCircle(System.Single)">
<summary>
Creates a looped circle of a bezier curve.
</summary>
</member>
<member name="F:GLFrameworkEngine.RenderablePath.PathPoints">
<summary>
A list of all the points used in the path object.
</summary>
</member>
<member name="F:GLFrameworkEngine.RenderablePath.ScaleByCamera">
<summary>
Determines to scale points based on camera distance.
</summary>
</member>
<member name="F:GLFrameworkEngine.RenderablePath.ScaleByPointSize">
<summary>
Determines to scale points based on configurable point sizes.
</summary>
</member>
<member name="F:GLFrameworkEngine.RenderablePath.CameraScaleFactor">
<summary>
Determines the factor scale points based on camera distance.
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderablePath.ArrowScale">
<summary>
Determines the arrow size
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderablePath.IsArrowCentered">
<summary>
Determines to draw the arrow in between points. Defaults to the child if disabled.
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderablePath.LineWidth">
<summary>
Determines the thickness of the line connecting the points
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderablePath.DefaultScale">
<summary>
The scale to default to when a point is created
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderablePath.LineOffset">
<summary>
The offset of the line in the Y axis when drawn.
Can prevent z fighting points depenting on how the point is drawn
</summary>
</member>
<member name="F:GLFrameworkEngine.RenderablePath.AutoConnectByNext">
<summary>
Determines to auto connect points by the next point as one connection to the next.
</summary>
</member>
<member name="M:GLFrameworkEngine.RenderablePath.CalculateSelectedOrigin">
<summary>
Calculates the center origin of all the selected path points.
</summary>
<returns></returns>
</member>
<member name="M:GLFrameworkEngine.RenderablePath.CalculateOrigin">
<summary>
Calculates the center origin of all the path points.
</summary>
<returns></returns>
</member>
<member name="M:GLFrameworkEngine.RenderablePath.GetSelectedPoints">
<summary>
Gets all the selected points in the path object.
</summary>
<returns></returns>
</member>
<member name="M:GLFrameworkEngine.RenderablePath.GetHoveredPoints">
<summary>
Gets all the hovered points in the path object.
</summary>
<returns></returns>
</member>
<member name="P:GLFrameworkEngine.RenderablePathPoint.UINode">
<summary>
The tree node attached to the point for the outliner.
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderablePathPoint.Transform">
<summary>
The transformation of the point.
</summary>
</member>
<member name="P:GLFrameworkEngine.RenderablePathPoint.IsHovered">