folder Sandbox 8

ComputeShader
class
A compute shader is a program that runs on the GPU, often with data provided to/from the CPU by means of a Sandbox.GpuBuffer`1 or a Sandbox.Texture.
GpuBuffer
class
A GPU data buffer intended for use with a Sandbox.ComputeShader. You can read and write arbitrary data to and from the CPU and GPU. This allows for efficient parallel data processing on the GPU. Different GPU buffer types can be used depending on the provided Sandbox.GpuBuffer.UsageFlags. Using the default Sandbox.GpuBuffer.UsageFlags.Structured type buffers map to StructuredBuffer and RWStructuredBuffer in HLSL.
Graphics
class
Used to render to the screen using your Graphics Card, or whatever you kids are using in your crazy future computers. Whatever it is I'm sure it isn't fungible and everyone has free money and no-one has to ever work.
Material
class
A material. Uses several Sandbox.Textures and a Sandbox.Material.Shader with specific settings for more interesting visual effects.
RenderAttributes
class
RenderAttributes are a set of values that are passed to the renderer. They can be a variety of primitive types, textures, samplers or buffers. You can access attributes in the shader by binding them to a variable: float4 CornerRadius < Attribute( "BorderRadius" ); >; Texture2D g_tColor < Attribute( "Texture" ); SrgbRead( false ); >;
RenderTarget
class
Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture.
Shader
class
A shader is a specialized and complex computer program that use world geometry, materials and textures to render graphics.
Texture
class
A texture is an image used in rendering. Can be a static texture loaded from disk, or a dynamic texture rendered to by code. Can also be 2D, 3D (multiple slices), or a cube texture (6 slices).

folder Sandbox.Rendering 15

CommandList
class
FilterMode
enum
Represents filtering modes for texture sampling in the rendering pipeline.
GradientFogSetup
struct
Setup for defining gradient fog in a view
HudPainter
struct
2D Drawing functions for a Sandbox.Rendering.CommandList. HudPainter provides a set of methods for drawing shapes, textures, and text onto a command list, typically for HUD or UI rendering.
ReflectionSetup
struct
Allows special setup for reflections, such as offsetting the reflection plane
RefractionSetup
struct
Allows special setup for refraction, such as offsetting the clip plane
RendererSetup
struct
When manually rendering a Renderer this will let you override specific elements of that render. This means you can use most of the Renderer's properties, but override some without disturbing the Renderer itself.
RenderTargetHandle
struct
A render target handle used with CommandLists
RenderValue
enum
ResourceState
enum
Used to describe a GPU resources state for barrier transitions.
SamplerState
struct
Represents a sampler state used to control how textures are sampled in shaders. Example usage: SamplerState mySampler < Attribute("sampler"); >; C# binding: var sampler = new SamplerState { Filter = FilterMode.Trilinear, AddressModeU = TextureAddressMode.Wrap, AddressModeV = TextureAddressMode.Wrap, AddressModeW = TextureAddressMode.Clamp, MaxAnisotropy = 4 }; Graphics.Attributes.Set("sampler", sampler);
Stage
enum
TextureAddressMode
enum
Specifies how texture coordinates outside the [0.0, 1.0] range are handled.
TextureStreaming
class
Gives global access to the texture streaming system.
ViewSetup
struct
When manually rendering a camera this will let you override specific elements of that render. This means you can use most of the camera's properties, but override some without disturbing the camera itself.