| _native | SharpKmyGfx.GameView | |
| addCaptureFrame(int width, int height) | SharpKmyGfx.GameView | |
| addDrawCommand(DrawEvent ev, InternalCommandBufferHandle icb) | SharpKmyGfx.GameView | |
| addDrawHook(GameViewDrawHook d) | SharpKmyGfx.GameView | |
| addHilightPickupID(UInt16 id) | SharpKmyGfx.GameView | |
| addHoverHilightPickupID(UInt16 id) | SharpKmyGfx.GameView | |
| addManipulator() | SharpKmyGfx.GameView | |
| addPhysics() | SharpKmyGfx.GameView | |
| addPickupFrame(int size) | SharpKmyGfx.GameView | |
| addSubGameView(GameView sub) | SharpKmyGfx.GameView | |
| addSubGameView(GameView sub, SubGameViewDrawTrigger type) | SharpKmyGfx.GameView | |
| baseImageCapture(bool flg) | SharpKmyGfx.GameView | |
| bootProgressMessage(string text) | SharpKmyGfx.GameView | static |
| clearDrawHook() | SharpKmyGfx.GameView | |
| clearHilightPickupID() | SharpKmyGfx.GameView | |
| clearHoverHilightPickupID() | SharpKmyGfx.GameView | |
| clearSettings() | SharpKmyGfx.GameView | |
| copyBaseRenderingEnviroment(GameView src) | SharpKmyGfx.GameView | |
| createScreenShot(string path) | SharpKmyGfx.GameView | |
| debugPause(bool flg) | SharpKmyGfx.GameView | |
| Dispose() | SharpKmyGfx.GameView | |
| draw(bool swapbuffer, float timeScale) | SharpKmyGfx.GameView | |
| enableAsSubGameView(bool flg) | SharpKmyGfx.GameView | |
| enableAutoExposure(bool flg) | SharpKmyGfx.GameView | |
| enableBloom(bool flg) | SharpKmyGfx.GameView | |
| enableCascadeVisualize(bool flg) | SharpKmyGfx.GameView | |
| enableChromaticAbberation(bool flg) | SharpKmyGfx.GameView | |
| enableDof(bool flg) | SharpKmyGfx.GameView | |
| enableDraw(bool flg) | SharpKmyGfx.GameView | static |
| enableDynamicResolution(bool flg) | SharpKmyGfx.GameView | |
| enableFxaa(bool flg) | SharpKmyGfx.GameView | |
| enableIconDrawer(bool enable) | SharpKmyGfx.GameView | |
| enableLimitFPS(bool flg) | SharpKmyGfx.GameView | static |
| enableSharpen(bool flg) | SharpKmyGfx.GameView | |
| enableSSSSS(bool flg) | SharpKmyGfx.GameView | |
| enableVignette(bool flg) | SharpKmyGfx.GameView | |
| GameView() | SharpKmyGfx.GameView | |
| GameView(IntPtr p) | SharpKmyGfx.GameView | |
| getBaseDepthTexture() | SharpKmyGfx.GameView | static |
| getBlockElapsed(SharpKmyBase.PerformancePeriodType type) | SharpKmyGfx.GameView | |
| getCameraProj() | SharpKmyGfx.GameView | |
| getCameraView() | SharpKmyGfx.GameView | |
| getCaptureColorTexture() | SharpKmyGfx.GameView | |
| getCaptureDepthTexture() | SharpKmyGfx.GameView | |
| getCaptureFrame(UInt32[] color, UInt32[] depth) | SharpKmyGfx.GameView | |
| getCurrentGameView3DScreenHeight() | SharpKmyGfx.GameView | static |
| getCurrentGameView3DScreenWidth() | SharpKmyGfx.GameView | static |
| getDepth(int x, int y, int w, int h, float[] buffer) | SharpKmyGfx.GameView | |
| getDisplayID() | SharpKmyGfx.GameView | |
| getFixedUpdateStepCount() | SharpKmyGfx.GameView | |
| getHilightPicupIDs() | SharpKmyGfx.GameView | |
| getImage(int x, int y, int w, int h, UInt32[] buffer) | SharpKmyGfx.GameView | |
| getMainGameView() | SharpKmyGfx.GameView | static |
| getManipulator() | SharpKmyGfx.GameView | |
| getNormal(int x, int y, int w, int h, UInt32[] buffer) | SharpKmyGfx.GameView | |
| getPhysics() | SharpKmyGfx.GameView | |
| getPickupIDTexture() | SharpKmyGfx.GameView | static |
| getTaskGameView() | SharpKmyGfx.GameView | static |
| getTerrainNormal(float x, float y, ref SharpKmyMath.Vector3 nrm) | SharpKmyGfx.GameView | |
| getViewportSize() | SharpKmyGfx.GameView | |
| globalEnablePostFX(bool flg) | SharpKmyGfx.GameView | static |
| ignoreSuspendChecker() | SharpKmyGfx.GameView | |
| isDebugPause() | SharpKmyGfx.GameView | |
| isDrawSuspending() | SharpKmyGfx.GameView | static |
| m_ignoreSuspendChecker | SharpKmyGfx.GameView | |
| owning | SharpKmyGfx.GameView | |
| pickup(float x, float y, ref SharpKmyMath.Vector3 wpos) | SharpKmyGfx.GameView | |
| pickupDetail(float x, float y, UInt16[] idlist, SharpKmyMath.Vector3[] wposlist, float[] depthlist) | SharpKmyGfx.GameView | |
| pickupRect(float left, float top, float right, float bottom, List< UInt16 > idlist, bool ignoreTerrain, bool ignoreManipulator) | SharpKmyGfx.GameView | |
| postDraw(bool swapbuffer) | SharpKmyGfx.GameView | |
| preDraw(float timeScale, Action< float > startFixedUpdate, Action< float > afterAnimate, Action< float > afterSimulate) | SharpKmyGfx.GameView | |
| removeCaptureFrame() | SharpKmyGfx.GameView | |
| removeDrawHook(GameViewDrawHook d) | SharpKmyGfx.GameView | |
| removeSubGameView(GameView sub, bool removeForce) | SharpKmyGfx.GameView | |
| removeSubGameView(GameView sub) | SharpKmyGfx.GameView | |
| resetQualityAdjust() | SharpKmyGfx.GameView | |
| restore() | SharpKmyGfx.GameView | |
| save() | SharpKmyGfx.GameView | |
| set3DGizmoDrawEnabled(bool flg) | SharpKmyGfx.GameView | |
| setAmbientLight(SharpKmyGfx.Color color) | SharpKmyGfx.GameView | |
| setAutoExposureParam(float targetBrightness, float minScale, float maxScale) | SharpKmyGfx.GameView | |
| setBackGroundColor(SharpKmyGfx.Color color) | SharpKmyGfx.GameView | |
| setBillboardLightModulation(float value) | SharpKmyGfx.GameView | |
| setBloomParam(float apply, float hilightThreshold) | SharpKmyGfx.GameView | |
| setBuildingLightBrightness(float value) | SharpKmyGfx.GameView | |
| setCamera(SharpKmyMath.Matrix4 proj, SharpKmyMath.Matrix4 view) | SharpKmyGfx.GameView | |
| setCascadeCount(int num) | SharpKmyGfx.GameView | |
| setCascadeStep(float s1, float s2, float s3) | SharpKmyGfx.GameView | |
| setChromaticAbberationParam(float size) | SharpKmyGfx.GameView | |
| setDirectionalLightColor(SharpKmyGfx.Color color) | SharpKmyGfx.GameView | |
| setDirectionalLightPosture(SharpKmyMath.Matrix4 posture) | SharpKmyGfx.GameView | |
| setDirectionalLightShadowBias(float bias) | SharpKmyGfx.GameView | |
| setDirectionalLightShadowColor(SharpKmyGfx.Color color) | SharpKmyGfx.GameView | |
| setDirectionalLightShadowDistance(float distance) | SharpKmyGfx.GameView | |
| setDirectionalLightShadowVolumeMargin(float margin) | SharpKmyGfx.GameView | |
| setDisplayID(UInt32 id) | SharpKmyGfx.GameView | |
| setDistanceFadeEnable(bool flg) | SharpKmyGfx.GameView | |
| setDistanceFadeStart(float v) | SharpKmyGfx.GameView | |
| setDofParam(float focalDistance, float focalRange, float radius) | SharpKmyGfx.GameView | |
| setDrawSuspendChecker(GameViewDrawSuspendChecker body) | SharpKmyGfx.GameView | static |
| setFogColor(SharpKmyGfx.Color color) | SharpKmyGfx.GameView | |
| setFogParam(float start, float depthDensity, float heightFallOff) | SharpKmyGfx.GameView | |
| setHiddenStencilColor(float r, float g, float b, float a) | SharpKmyGfx.GameView | |
| setIBLIntensity(float value) | SharpKmyGfx.GameView | |
| setLutMap(Guid id) | SharpKmyGfx.GameView | |
| setLutMap(Guid id, float interpolateTime) | SharpKmyGfx.GameView | |
| setMainGameView(GameView gv) | SharpKmyGfx.GameView | static |
| setMaximumFPS(int fps) | SharpKmyGfx.GameView | static |
| setMaximumPhysicsUpdateCount(int count) | SharpKmyGfx.GameView | static |
| setMaximumResolution(int w, int h) | SharpKmyGfx.GameView | static |
| setModelBoundSphereDrawType(ModelBoundSphereDrawType flg) | SharpKmyGfx.GameView | |
| setPerformanceMeterDrawMode(int mode) | SharpKmyGfx.GameView | static |
| setPhysicsDebugDrawConstraints(bool flg) | SharpKmyGfx.GameView | |
| setPhysicsDebugDrawContactPoints(bool flg) | SharpKmyGfx.GameView | |
| setPhysicsDebugDrawEnabled(int flag) | SharpKmyGfx.GameView | |
| setPhysicsProcessEnabled(bool flag) | SharpKmyGfx.GameView | |
| setReflectionIntensity(float value) | SharpKmyGfx.GameView | |
| setReflectionMap(Texture tex) | SharpKmyGfx.GameView | |
| setReflectionMap(Texture tex, float interpolateTime) | SharpKmyGfx.GameView | |
| setSelectionDrawEnabled(bool flg) | SharpKmyGfx.GameView | |
| setShadowMapScale(float s) | SharpKmyGfx.GameView | |
| setShapenParam(float strength, float distance) | SharpKmyGfx.GameView | |
| setSkyBoxMaterial(Guid mtl) | SharpKmyGfx.GameView | |
| setSpriteBatch(SpriteBatch s) | SharpKmyGfx.GameView | |
| setSpriteBatchToTaskGameView(SpriteBatch s) | SharpKmyGfx.GameView | static |
| setSSAOParam(float radius, float minLimit, float maxLimit, float shadowScale, int sampleCount, float contrast, SharpKmyGfx.Color color, SSAOALGORITHM algorithm, SSAOBLURTYPE blurType, int linearThresholdLevel, float fadeDistance) | SharpKmyGfx.GameView | |
| setSSSSSParam(float radius, int sampleCount, float apply) | SharpKmyGfx.GameView | |
| setViewport(int x, int y, int width, int height) | SharpKmyGfx.GameView | |
| setViewportSize(int width, int height) | SharpKmyGfx.GameView | |
| setVignette(float value) | SharpKmyGfx.GameView | |
| showDevelopHint(bool flg) | SharpKmyGfx.GameView | |
| showMiniMeter(bool flg) | SharpKmyGfx.GameView | |
| use2DGizmo() | SharpKmyGfx.GameView | |
| useAsyncCommandExec() | SharpKmyGfx.GameView | static |
| usetDeferredLighting(bool flg) | SharpKmyGfx.GameView | |
| viewVolumeCheck(float x, float y, float z, float radius) | SharpKmyGfx.GameView | |
| waitPreviousDrawingFinished() | SharpKmyGfx.GameView | static |
| windowsMessageEvent(IntPtr hWnd, UInt32 message, ulong wparam, long lparam) | SharpKmyGfx.GameView | static |
| XZPlaneHitTest(float u, float v, float yoffset, out SharpKmyMath.Vector3 hitpos) | SharpKmyGfx.GameView | |