Mibo.Elmish.Graphics3D Namespace
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Convenience builders for AmbientLight3D. |
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Ambient light configuration for 3D scenes. |
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Factory functions that create Command3D values for all 3D drawing operations. |
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Closed set of 3D render commands. Stored in RenderBuffer3D and dispatched via pattern matching — no interface boxing. |
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Closed set of 3D render commands. Stored in RenderBuffer3D and dispatched via pattern matching — no interface boxing. |
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Convenience builders for DirectionalLight3D. |
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Directional light configuration for 3D scenes. |
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Pipe-friendly drawing DSL for 3D rendering. Each function takes a RenderBuffer3D as its last argument, adds the corresponding command, and returns the buffer for chaining. |
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Pipe-friendly drawing DSL for 3D rendering. Each function takes a RenderBuffer3D as its last argument, adds the corresponding command, and returns the buffer for chaining. |
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A reusable fullscreen quad for post-process blits. Built against a graphics device on first use; FullScreenQuad.Draw applies an effect over a two-triangle quad in clip space. The caller is responsible for binding the source texture to a sampler and setting the active render target. |
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Interface for a pluggable 3D rendering pipeline. Owns how to turn a sorted buffer into pixels: pass order, shadow maps, lighting math, post-process. |
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Interface for a pluggable 3D rendering pipeline. Owns how to turn a sorted buffer into pixels: pass order, shadow maps, lighting math, post-process. |
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Provides pooled render targets to avoid per-frame allocation and disposal of RenderTarget2D resources for 3D rendering. |
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Provides pooled render textures to avoid per-frame allocation and disposal of RenderTexture2D resources for 3D rendering. |
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Convenience values and functions for Material3D. |
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Convenience values and functions for Material3D. |
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Standard PBR material definition. Carries visual properties and texture maps,
but never an |
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Standard PBR material definition. Carries visual properties and texture maps, but never a shader handle. The pipeline binds the appropriate shader. |
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Optional material override for Command3D.DrawModelWith / Command3D.DrawAnimatedModelWith.
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Optional material override for Command3D.DrawModelWith.
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A no-operation pipeline that clears the screen and does nothing else. Useful as a placeholder before a real pipeline (e.g., ForwardPipeline) is wired in. |
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Convenience builders for PointLight3D. |
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Point light configuration for 3D scenes. |
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Context handed to a PostProcess action each frame.
The pipeline has already rendered the scene to |
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Context handed to a |
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Pre-generated primitive meshes for 3D rendering. The MonoGame analog of raylib's
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Pre-generated primitive meshes for 3D rendering. Generated once at module initialization to avoid runtime mesh generation overhead. |
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Effectless procedural geometry — the MonoGame analog of raylib's universal |
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An allocation-friendly buffer for 3D render commands. |
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An allocation-friendly buffer for 3D render commands. |
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Convenience constructors for Renderer3D. |
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Convenience constructors for Renderer3D. |
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A deferred 3D renderer that accumulates commands each frame and executes them through a pluggable IRenderPipeline3D. |
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A deferred 3D renderer that accumulates commands each frame and executes them through a pluggable IRenderPipeline3D. |
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Convenience values and functions for Renderer3DConfig. |
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Convenience values and functions for Renderer3DConfig. |
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Configuration for the Renderer3D. |
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Configuration for the Renderer3D. |
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Default implementation of IRenderTargetPool3D. Uses a dictionary keyed by (width, height) dimensions. |
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Default implementation of IRenderTargetPool3D using a dictionary keyed by (width, height) dimensions. Stores textures in per-dimension queues for FIFO reuse. |
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Convenience builders for SpotLight3D. |
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Spot light configuration for cone-shaped lights with distance attenuation. |
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Per-instance vertex data for hardware instancing: a 4×4 world matrix packed as four Vector4 rows (stream 1, instanceFrequency = 1). |
Mibo