<?xml version="1.0"?>
<doc>
<assembly>
<name>SharpGL.SceneGraph</name>
</assembly>
<members>
<member name="T:SharpGL.SceneGraph.Core.IHasMaterial">
<summary>
The IHasMaterial interface can be implemented by any scene object
to allow a material to be associated with the object.
</summary>
</member>
<member name="P:SharpGL.SceneGraph.Core.IHasMaterial.Material">
<summary>
Gets or sets the material.
</summary>
<value>
The material.
</value>
</member>
<member name="T:SharpGL.SceneGraph.IDeepCloneable`1">
<summary>
IDeepCloneable objects can create a deep clone of themselves.
</summary>
<typeparam name="T"></typeparam>
</member>
<member name="M:SharpGL.SceneGraph.IDeepCloneable`1.DeepClone">
<summary>
Creates a deep clones of this instance.
</summary>
<returns>A deep clone of this instance.</returns>
</member>
<member name="T:SharpGL.SceneGraph.NETDesignSurface.Designers.OpenGLCtrlDesigner">
<summary>
This aids the design of the OpenGLCtrl
</summary>
</member>
<member name="M:SharpGL.SceneGraph.NETDesignSurface.Designers.OpenGLCtrlDesigner.#ctor">
<summary>
Initializes a new instance of the <see cref="T:SharpGL.SceneGraph.NETDesignSurface.Designers.OpenGLCtrlDesigner"/> class.
</summary>
</member>
<member name="M:SharpGL.SceneGraph.NETDesignSurface.Designers.OpenGLCtrlDesigner.PostFilterProperties(System.Collections.IDictionary)">
<summary>
Remove Control properties that are not supported by the control.
</summary>
<param name="Properties"></param>
</member>
<member name="T:SharpGL.SceneGraph.NETDesignSurface.Converters.VertexConverter">
<summary>
The VertexConverter class allows you to edit vertices in the propties window.
</summary>
</member>
<member name="T:SharpGL.SceneGraph.NETDesignSurface.Converters.MaterialCollectionConverter">
<summary>
This converts the Material Collection into something more functional.
</summary>
</member>
<member name="T:SharpGL.SceneGraph.NETDesignSurface.Editors.UITextureEditor">
<summary>
The texture editor makes Textures in the properties window much better,
giving them a little thumbnail.
</summary>
</member>
<member name="T:SharpGL.SceneGraph.NETDesignSurface.Editors.QuadricCollectionEditor">
<summary>
This converts the Quadric Collection into something more functional, and
allows you to add many types of quadrics.
</summary>
</member>
<member name="T:SharpGL.SceneGraph.NETDesignSurface.Editors.CameraCollectionEditor">
<summary>
This converts the Camera collection into something more usable (design time wise)
by allowing all the types of camera to be added.
</summary>
</member>
<member name="T:SharpGL.SceneGraph.NETDesignSurface.Editors.EvaluatorCollectionEditor">
<summary>
This converts the evaluator collection into something more usable (design time wise)
by allowing all the types of evaluator to be added.
</summary>
</member>
<member name="T:SharpGL.OpenGLAttributes.AccumBufferAttributes">
<summary>
This class has all the settings you can edit for fog.
</summary>
</member>
<member name="T:SharpGL.OpenGLAttributes.OpenGLAttributeGroup">
<summary>
The OpenGLAttributeGroup is the base for groups of opengl attributes.
</summary>
</member>
<member name="M:SharpGL.OpenGLAttributes.OpenGLAttributeGroup.SetAttributes(SharpGL.OpenGL)">
<summary>
Sets the attributes.
</summary>
<param name="gl">The OpenGL instance.</param>
</member>
<member name="M:SharpGL.OpenGLAttributes.OpenGLAttributeGroup.AreAnyAttributesSet">
<summary>
Returns true if any attributes are set.
</summary>
<returns>True if any attributes are set</returns>
</member>
<member name="M:SharpGL.OpenGLAttributes.OpenGLAttributeGroup.Push(SharpGL.OpenGL)">
<summary>
Pushes the attributes onto the specified OpenGL attribute stack.
</summary>
<param name="gl">The OpenGL instance.</param>
</member>
<member name="M:SharpGL.OpenGLAttributes.OpenGLAttributeGroup.Pop(SharpGL.OpenGL)">
<summary>
Pops the attributes off the specified OpenGL attribute stack.
</summary>
<param name="gl">The OpenGL instance.</param>
</member>
<member name="F:SharpGL.OpenGLAttributes.OpenGLAttributeGroup.attributeFlags">
<summary>
The attribute flags for the group.
</summary>
</member>
<member name="P:SharpGL.OpenGLAttributes.OpenGLAttributeGroup.AttributeFlags">
<summary>
Gets the attribute flags.
todo use get only, xmlignore and don't store them - return them on the fly.
</summary>
</member>
<member name="M:SharpGL.OpenGLAttributes.AccumBufferAttributes.#ctor">
<summary>
Initializes a new instance of the <see cref="T:SharpGL.OpenGLAttributes.AccumBufferAttributes"/> class.
</summary>
</member>
<member name="M:SharpGL.OpenGLAttributes.AccumBufferAttributes.SetAttributes(SharpGL.OpenGL)">
<summary>
Sets the attributes.
</summary>
<param name="gl">The OpenGL instance.</param>
</member>
<member name="M:SharpGL.OpenGLAttributes.AccumBufferAttributes.AreAnyAttributesSet">
<summary>
Returns true if any attributes are set.
</summary>
<returns>
True if any attributes are set
</returns>
</member>
<member name="T:SharpGL.OpenGLAttributes.ColorBufferAttributes">
<summary>
This class has all the settings you can edit for fog.
</summary>
</member>
<member name="M:SharpGL.OpenGLAttributes.ColorBufferAttributes.#ctor">
<summary>
Initializes a new instance of the <see cref="T:SharpGL.OpenGLAttributes.ColorBufferAttributes"/> class.
</summary>
</member>
<member name="M:SharpGL.OpenGLAttributes.ColorBufferAttributes.SetAttributes(SharpGL.OpenGL)">
<summary>
Sets the attributes.
</summary>
<param name="gl">The OpenGL instance.</param>
</member>
<member name="M:SharpGL.OpenGLAttributes.ColorBufferAttributes.AreAnyAttributesSet">
<summary>
Returns true if any attributes are set.
</summary>
<returns>
True if any attributes are set
</returns>
</member>
<member name="P:SharpGL.OpenGLAttributes.ColorBufferAttributes.EnableAlphaTest">
<summary>
Gets or sets the enable alpha test.
</summary>
<value>
The enable alpha test.
</value>
</member>
<member name="P:SharpGL.OpenGLAttributes.ColorBufferAttributes.AlphaTestFunction">
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