Sandbox.Graphics 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.
Sandbox.Rendering.HudPainter
Sandbox.RenderAttributes
Sandbox.Texture 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).
Sandbox.Material A material. Uses several Sandbox.Textures and a Sandbox.Material.Shader with specific settings for more interesting visual effects.
Sandbox.Rendering.CommandList
Sandbox.Shader A shader is a specialized and complex computer program that use world geometry, materials and textures to render graphics.
Sandbox.RenderTarget Essentially wraps a couple of textures that we're going to render to. The color texture and the depth texture.
Sandbox.Rendering.ResourceState Used to describe a GPU resources state for barrier transitions.
Sandbox.GpuBuffer 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<T> and RWStructuredBuffer<T> in HLSL.
Sandbox.ComputeShader 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.
Sandbox.Rendering.RenderTargetHandle A render target handle used with CommandLists
Sandbox.Rendering.ViewSetup 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.
Sandbox.Rendering.Stage