- Core.zip
- Core
- SharpGL.SceneGraph
- SharpGL.Serialization
- SharpGL.WinForms
- SharpGL.WPF
- SharpGL
- Samples.zip
- Samples
- CelShadingSample
- DrawingMechanismsSample
- ExtensionsSample
- HitTestSample
- ModernOpenGLSample
- NativeTexturesSample
- ObjectLoadingSample
- ParticleSystemSample
- PolygonLoadingSample
- RadialBlurSample
- RenderContextsSample
- RenderTriggerSample
- SceneSample
- SharpGLTexturesSample
- SimpleDrawingSample
- SimpleShaderSample
- TeapotSample
- TextRenderingSample
- TwoDSample
|
<?xml version="1.0"?>
<doc>
<assembly>
<name>SharpGL.Serialization</name>
</assembly>
<members>
<member name="M:SharpGL.Serialization.Caligari.CaligariChunk.Read(System.IO.BinaryReader)">
<summary>
This is the one chunk that reads no scene object, use it to skip
past unknown chunks.
</summary>
<param name="reader">The Reader to read from.</param>
<returns>The object that has been read.</returns>
</member>
<member name="M:SharpGL.Serialization.Caligari.CaligariChunk.Write(System.IO.BinaryWriter,SharpGL.SceneGraph.Core.SceneElement)">
<summary>
This function writes an object to the stream.
</summary>
<param name="writer">The writer to write to.</param>
<param name="sceneObject">The object to write.</param>
</member>
<member name="M:SharpGL.Serialization.Caligari.CaligariChunk.ReadData(System.IO.BinaryReader)">
<summary>
This function reads the chunk header.
</summary>
<param name="reader">The Reader to read from.</param>
</member>
<member name="M:SharpGL.Serialization.Caligari.CaligariChunk.WriteData(System.IO.BinaryWriter,SharpGL.SceneGraph.Core.SceneElement)">
<summary>
Writes the data.
</summary>
<param name="writer">The writer.</param>
<param name="sceneObject">The scene object.</param>
</member>
<member name="T:SharpGL.Serialization.IFileFormat">
<summary>
A Format class has the functionality to load data from a certain type of file.
</summary>
</member>
<member name="M:SharpGL.Serialization.IFileFormat.LoadData(System.String)">
<summary>
Load the data from the specified file stream. The data
should be loaded into a scene object. Also, for consistency
the ObjectLoaded event should be fired every time an object
(such as a polygon or material) is loaded.
</summary>
<param name="path">The path.</param>
<returns>The scene or null if loading failed.</returns>
</member>
<member name="M:SharpGL.Serialization.IFileFormat.SaveData(SharpGL.SceneGraph.Scene,System.String)">
<summary>
Saves the scene to the specified stream.
</summary>
<param name="scene">The scene.</param>
<param name="path">The path.</param>
<returns>True if saved correctly.</returns>
</member>
<member name="P:SharpGL.Serialization.IFileFormat.FileTypes">
<summary>
This property returns an array of file types that can be used with this
format, e.g the CaligariFormat would return "cob", "scn".
</summary>
</member>
<member name="P:SharpGL.Serialization.IFileFormat.Filter">
<summary>
This gets a filter suitable for a file open/save dialog, e.g
"Caligari trueSpace Files (*.cob, *.scn)|*.cob;*.scn".
</summary>
</member>
<member name="P:SharpGL.Serialization.Caligari.CaligariFormatSCN.FileTypes">
<summary>
This property returns an array of file types that can be used with this
format, e.g the CaligariFormat would return "cob", "scn".
</summary>
</member>
<member name="P:SharpGL.Serialization.Caligari.CaligariFormatSCN.Filter">
<summary>
This gets a filter suitable for a file open/save dialog, e.g
"Caligari trueSpace Files (*.cob, *.scn)|*.cob;*.scn".
</summary>
</member>
<member name="M:SharpGL.Serialization.Caligari.PolygonChunk.ReadData(System.IO.BinaryReader)">
<summary>
This function reads a polygon.
</summary>
<param name="reader"></param>
<returns></returns>
</member>
<member name="M:SharpGL.Serialization.Discreet.MAXChunk.ReadData(SharpGL.SceneGraph.Scene,System.IO.BinaryReader)">
<summary>
This function reads the chunk and bangs the data in it into the scene.
</summary>
<param name="stream">The file stream to read from.</param>
<param name="scene">The scene to put data into.</param>
</member>
<member name="T:SharpGL.Serialization.SerializationEngine">
<summary>
The serialization engine is a singleton that allows
scene objects and their contents to be saved and loaded.
</summary>
</member>
<member name="F:SharpGL.Serialization.SerializationEngine.instance">
<summary>
Singleton instance.
</summary>
</member>
<member name="M:SharpGL.Serialization.SerializationEngine.#ctor">
<summary>
Prevents a default instance of the <see cref="T:SharpGL.Serialization.SerializationEngine"/> class from being created.
</summary>
</member>
<member name="M:SharpGL.Serialization.SerializationEngine.Compose">
<summary>
Composes this instance.
</summary>
</member>
<member name="M:SharpGL.Serialization.SerializationEngine.IsFormatValidForPath(SharpGL.Serialization.IFileFormat,System.String)">
<summary>
Determines whether [is format valid for path] [the specified file format].
</summary>
<param name="fileFormat">The file format.</param>
<param name="path">The path.</param>
<returns>
<c>true</c> if [is format valid for path] [the specified file format]; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:SharpGL.Serialization.SerializationEngine.GetFormatForPath(System.String)">
<summary>
Gets the format for path.
</summary>
<param name="path">The path.</param>
<returns></returns>
</member>
<member name="M:SharpGL.Serialization.SerializationEngine.LoadScene(System.String)">
<summary>
Loads the scene.
</summary>
<param name="path">The path.</param>
<returns></returns>
</member>
<member name="M:SharpGL.Serialization.SerializationEngine.SaveScene(SharpGL.SceneGraph.Scene,System.String)">
<summary>
Saves the scene.
</summary>
<param name="scene">The scene.</param>
<param name="path">The path.</param>
<returns></returns>
</member>
<member name="F:SharpGL.Serialization.SerializationEngine.fileFormats">
<summary>
The file formats, composed via MEF.
</summary>
</member>
<member name="P:SharpGL.Serialization.SerializationEngine.Instance">
<summary>
Gets the instance.
</summary>
</member>
<member name="P:SharpGL.Serialization.SerializationEngine.FileFormats">
<summary>
Gets the file formats.
</summary>
</member>
<member name="P:SharpGL.Serialization.SerializationEngine.Filter">
<summary>
Gets the filter.
</summary>
</member>
<member name="T:SharpGL.Serialization.SharpGL.SharpGLXmlFormat">
<summary>
The SharpGL XML format.
</summary>
</member>
<member name="M:SharpGL.Serialization.SharpGL.SharpGLXmlFormat.LoadData(System.String)">
<summary>
Load the data from the specified file stream. The data
should be loaded into a scene object. Also, for consistency
the ObjectLoaded event should be fired every time an object
(such as a polygon or material) is loaded.
</summary>
<param name="path">The path.</param>
<returns>
The scene or null if loading failed.
</returns>
</member>
<member name="M:SharpGL.Serialization.SharpGL.SharpGLXmlFormat.SaveData(SharpGL.SceneGraph.Scene,System.String)">
<summary>
Saves the scene to the specified stream.
</summary>
<param name="scene">The scene.</param>
<param name="path">The path.</param>
<returns>
True if saved correctly.
</returns>
</member>
<member name="P:SharpGL.Serialization.SharpGL.SharpGLXmlFormat.FileTypes">
<summary>
This property returns an array of file types that can be used with this
format, e.g the CaligariFormat would return "cob", "scn".
</summary>
</member>
<member name="P:SharpGL.Serialization.SharpGL.SharpGLXmlFormat.Filter">
<summary>
This gets a filter suitable for a file open/save dialog, e.g
"Caligari trueSpace Files (*.cob, *.scn)|*.cob;*.scn".
</summary>
</member>
</members>
</doc>
|
By viewing downloads associated with this article you agree to the Terms of Service and the article's licence.
If a file you wish to view isn't highlighted, and is a text file (not binary), please
let us know and we'll add colourisation support for it.