3 using SiliconStudio.Core.Mathematics;
4 using SiliconStudio.Paradox.Effects.Modules;
6 namespace SiliconStudio.
Paradox.Graphics
11 : base(graphicsDevice, SpriteEffect.Bytecode)
14 Sampler = graphicsDevice.SamplerStates.LinearClamp;
15 Transform = Matrix.Identity;
39 return Parameters.Get(SpriteBaseKeys.MatrixTransform);
44 Parameters.Set(SpriteBaseKeys.MatrixTransform, value);
52 return Parameters.Get(TexturingKeys.Texture0);
57 Parameters.Set(TexturingKeys.Texture0, value);
65 return Parameters.Get(TexturingKeys.Sampler);
70 Parameters.Set(TexturingKeys.Sampler, value);
Represents a color in the form of rgba.
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
SiliconStudio.Core.Mathematics.Color Color
Represents a 32-bit color (4 bytes) in the form of RGBA (in byte order: R, G, B, A).
SimpleEffect(GraphicsDevice graphicsDevice)
Base class for texture resources.
Represents a 4x4 mathematical matrix.