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SharpGL: A C# OpenGL Class Library

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7 Apr 2014GPL35 min read 1.9M   63.1K   463  
Use OpenGL in WinForms or WPF applications, directly or with a powerful Scene Graph.
<?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>

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This article, along with any associated source code and files, is licensed under The GNU General Public License (GPLv3)


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