Namespace Stride.CommunityToolkit.Rendering
Classes
- DisplayScale
The factor anything measured in pixels should be multiplied by to look the size it was designed at on the display the game is on: 1 on a 100% display, 1.5 on a 150% one, 2 on a Retina screen.
- HighlightShell
One glowing shell that moves onto whatever should look highlighted: a copy of the target's model, every material slot filled with a highlight material, drawn a little larger over the original. A selection or hover highlight with no render feature and no post effect, only a material and an entity - the way the engine's TopDownRPG template lights up the loot under the mouse.
- MaterialDescriptors
The descriptors behind the toolkit's material helpers, for when a helper's material is nearly right: take the descriptor, add or swap a feature, and compile it with
game.CreateMaterial(descriptor)orMaterial.New.
- MaterialExtensions
Extension methods for Material.
- MaterialParameters
Changes a compiled material at runtime through its parameters, the way the engine's own gizmo materials do: no rebuild, the value is picked up by the next draw.
- MaterialStreamRenderFeature
The mesh feature's half of a MaterialStreamView: sets the forward effect's PixelStageSurfaceFilter permutation on every effect drawn this frame, so each mesh is shaded by the filter's shader instead of its lighting. A port of the render feature behind Game Studio's view modes.
- MaterialStreamView
Draws every mesh with one material stream as its colour, the way Game Studio's view modes do: the diffuse, the glossiness, the normals. The quickest way to see why a material looks wrong, since a normal map loaded as sRGB or a glossiness map read from the wrong channel is obvious as a colour and invisible under lighting. Added by
game.AddMaterialStreamView().
- MaterialStreamViewExtensions
Adds Game Studio's material view modes to a game.
- TextureLoadOptions
How a TextureLoader prepares a texture: its role, and the steps the content pipeline takes at import that a runtime load has to take by hand. The defaults are the pipeline's, except the green flip of a normal map, which the engine's own convention does not need.
- TextureLoader
Loads image files into textures the way Game Studio's content pipeline would have prepared them, by what the texture is for: a colour as sRGB and premultiplied, data as linear, a normal map linear with unit normals in every mip, each with a full mipmap chain. Each file is loaded once per role and kept until the loader is disposed.
- TexturePixels
The pixel work a TextureLoader does between decoding a file and creating the texture, on plain RGBA arrays: the sRGB transfer function, premultiplication, the green flip of a normal map, and a mipmap chain filtered the right way for each role. Public so a texture made in code can take the same steps before
Texture.New2D.
Enums
- MaterialStream
The material streams a MaterialStreamView can draw in place of the lit colour: the values the material's features wrote before lighting ran, which is what Game Studio's view modes show. Every mesh in the view draws the same stream.
- TextureRole
What a texture is for, which decides how its pixels must be read: the same three choices Game Studio offers as a texture asset's type. Load a texture in the wrong role and the material still compiles and still draws, just wrongly, which is why the role is chosen once, at load.