Graphics |
public class GraphicsProfile
The GraphicsProfile type exposes the following members.
Name | Description | |
---|---|---|
DefaultAdapter | Gets or sets an adapter (graphics card) that will be used to create DirectX device. When null (by default) the default adapter is used. | |
DefaultAdapterDescription | Gets a string that represents the desciption of the default adapter. | |
DisplayName | Gets or sets a nicely formated name of this GraphicsProfile. | |
DriverType | Gets a type of driver that will be used for rendering. | |
ExecutePixelShaderPerSample | Obsolete. ExecutePixelShaderPerSample is obsolete. Use SupersamplingCount instead. | |
Name | Gets name of this GraphicsProfile. | |
PreferedMultisampleCount | Gets or sets an integer that specifies the multisampling count that should be used by the graphics card. If specified multisamplig count is not supported, than the highest supported multisamplig count will be used. Possible values are: 0 (disabled), 2, 4, 8, 16. Increasing multisampling count improve image quality by reducing pixel aliasing but can greatly reduce performance. NOTE: Changing this property after the DXDevice is initialized will have no effect. | |
ShaderQuality | Gets or sets a quality settings that specifies the type of shader that should be used to render the scene. Default value is Normal. | |
SupersamplingCount | Gets or sets the super-sampling count that describes how much more pixels are rendered for each final pixel. The rendering is done on a scaled texture that is bigger for the amount specified by SupersamplingCount. At the end of rendering this texture is down-sampled into the texture with the final size. Valid values are from 1 (no super-sampling) to 64. Value 4 means that width and height are multiplied by 2 and this produces a texture with 4 times as many pixels. | |
TextureFiltering | Gets or sets the texture filtering technique that will be used to sample colors from textures. |
Name | Description | |
---|---|---|
Clone | Clones this GraphicsProfile into a new GraphicsProfile. | |
Clone(String) | Clones this GraphicsProfile into a new GraphicsProfile. | |
GetDXDeviceConfiguration | Gets a DXDeviceConfiguration created from this GraphicsProfile | |
GetStandardGraphicsProfile | GetStandardGraphicsProfile returns GraphicsProfile with specified name | |
ToString |
Returns a string that represents the current object.
(Overrides ObjectToString) |
Name | Description | |
---|---|---|
HighQualityHardwareRendering | HighQualityHardwareRendering is using high quality settings with hardware DirectX 11 rendering (using graphic card). This settings uses per-pixel lighting and 4 times supersampling with 4 times multi-sampling (4xSSAA + 4xMSAA). | |
HighQualitySoftwareRendering | HighQualitySoftwareRendering is using high quality setting with software DirectX 11 rendering. Software rendering can produce the same effects as hardware rendering but is much slower because the rendering is done with the CPU. This settings uses per-pixel lighting and 4-times antialiasing. | |
HighSpeedNormalQualityHardwareRendering | HighSpeedNormalQualityHardwareRendering is using low quality shaders (per-vertex lighting) with 4-times antialiasing and anisotropic texture sampling for faster rendering and not low quality graphics. | |
LowQualityHardwareRendering | LowQualityHardwareRendering is using low quality and high performance settings with hardware DirectX 11 rendering (using graphic card). This settings uses per-vertex lighting (same as WPF 3D) and no anti-aliasing. | |
LowQualitySoftwareRendering | LowQualitySoftwareRendering is using low quality setting with software DirectX 11 rendering. Software rendering can produce the same effects as hardware rendering but is much slower because the rendering is done with the CPU. This settings uses per-vertex lighting and no antialiasing. | |
NormalQualityHardwareRendering | NormalQualityHardwareRendering is using normal quality settings with hardware DirectX 11 rendering (using graphic card). This settings uses per-pixel lighting (better then WPF 3D) and 4-times multi-sampling (4xMSAA). | |
NormalQualitySoftwareRendering | NormalQualitySoftwareRendering is using normal quality setting with software DirectX 11 rendering. Software rendering can produce the same effects as hardware rendering but is much slower because the rendering is done with the CPU. This settings uses per-pixel lighting and 2-times antialiasing. | |
OptimizedHighQualityHardwareRendering | OptimizedHighQualityHardwareRendering is the same as HighQualityHardwareRendering but uses 2 times supersampling instead of 4 times supersampling. This reduces the amount of used memory and required pixel shader invocations by 2 but still significantly improves line quality. This settings uses per-pixel lighting and 2 times supersampling with 4 times multi-sampling (2xSSAA + 4xMSAA). | |
StandardGraphicsProfiles | StandardGraphicsProfiles is a array of all standard GraphicsProfiles | |
UltraQualityHardwareRendering | UltraQualityHardwareRendering is using ultra quality settings with hardware DirectX 11 rendering (using graphic card). This settings uses per-pixel lighting and 16 times supersampling with 2 times multi-sampling (16xSSAA + 2xMSAA). | |
Wpf3D | Wpf3D is using WPF to render 3D graphics. |
GraphicsProfile specifies the settings that are used to initialize DXDevice with DirectX 11 device and DXView.
GraphicsProfile is used when creating the DXView.