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Commit Description:
Make sound preview use the new volume....
Commit Description:
Make sound preview use the new volume. Plays the sound at the new volume, not the old volume. Uses nullables, which I'm a little unsure of how well they'll work out in practice. I think this is a reasonable place to experiment.
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FNA/src/Graphics/IRenderTarget.cs
76 lines | 1.5 KiB | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Represents a render target.
/// </summary>
internal interface IRenderTarget
{
/// <summary>
/// Gets the width of the render target in pixels
/// </summary>
/// <value>The width of the render target in pixels.</value>
int Width
{
get;
}
/// <summary>
/// Gets the height of the render target in pixels
/// </summary>
/// <value>The height of the render target in pixels.</value>
int Height
{
get;
}
/// <summary>
/// Gets the usage mode of the render target.
/// </summary>
/// <value>The usage mode of the render target.</value>
RenderTargetUsage RenderTargetUsage
{
get;
}
/// <summary>
/// Gets the DepthFormat of the depth-stencil buffer.
/// </summary>
/// <value>The DepthFormat of the DepthStencilBuffer.</value>
DepthFormat DepthStencilFormat
{
get;
}
/// <summary>
/// Gets the handle of the depth-stencil buffer.
/// </summary>
/// <value>The depth-stencil buffer handle.</value>
IGLRenderbuffer DepthStencilBuffer
{
get;
}
/// <summary>
/// Gets the handle of the color buffer.
/// </summary>
/// <value>The color buffer handle.</value>
IGLRenderbuffer ColorBuffer
{
get;
}
int MultiSampleCount
{
get;
}
}
}