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Changes from 1.0 to 1.0 refresh:

1.0 1.0 Refresh
FileVersion File Date File Version File Date API Changed?
Microsoft.XNA.Framework.Content.Pipeline.dll 1.0.61118.0 11/18/2006 1.1.10505.0 4/5/2007 Yes
Microsoft.XNA.Framework.Content.Pipeline.EffectImporter.dll 1.0.61118.0 11/18/2006 1.1.10505.0 4/5/2007 No
Microsoft.XNA.Framework.Content.Pipeline.FBXImporter.dll 1.0.61118.0 11/18/2006 1.1.10505.0 4/5/2007 No
Microsoft.XNA.Framework.Content.Pipeline.TextureImporter.dll 1.0.61118.0 11/18/2006 1.1.10505.0 4/5/2007 No
Microsoft.XNA.Framework.Content.Pipeline.XImporter.dll 1.0.61118.0 11/18/2006 1.1.10505.0 4/5/2007 No
Microsoft.XNA.Framework.dll 1.0.61118.0 11/18/2006 1.1.10505.0 4/5/2007 Yes
Microsoft.XNA.Framework.Game.dll 1.0.61118.0 11/18/2006 1.1.10505.0 4/5/2007 No

Microsoft.XNA.Framework.dll changes:
Since the API is backward compatbile there are no deletions or changes to the API. All changes below are additions.

namespace Microsoft.XNA.Framework
BoundingBox public const int CornerCount;
public void GetCorners(Vector3[] corners);
BoundingFrustum public const int CornerCount; 
public void GetCorners(Vector3[] corners);
Curve public void ComputeTangent(int keyIndex, CurveTangent tangentType);
public void ComputeTangent(int keyIndex, CurveTangent tangentInType, CurveTangent tangentOutType);
public void ComputeTangents(CurveTangent tangentType);
public void ComputeTangents(CurveTangent tangentInType, CurveTangent tangentOutType);
Matrix public static Matrix CreateFromYawPitchRoll(float yaw, float pitch, float roll);
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, ref Matrix result); 
public static Matrix CreateReflection(Plane value);
public static void CreateReflection(ref Plane value, ref Matrix result); 
public static Matrix CreateShadow(Vector3 lightDirection, Plane plane);
public static void CreateShadow(ref Vector3 lightDirection, ref Plane plane, ref Matrix result); 
public bool Decompose(ref Vector3 scale, ref Quaternion rotation, ref Vector3 translation); 
public static Matrix Transform(Matrix value, Quaternion rotation);
public static void Transform(ref Matrix value, ref Quaternion rotation, ref Matrix result);
Plane public float Dot(Vector4 value);
public void Dot(ref Vector4 value, ref float result);
public float DotCoordinate(Vector3 value);
public void DotCoordinate(ref Vector3 value, ref float result);
public float DotNormal(Vector3 value);
public void DotNormal(ref Vector3 value, ref float result); 
public void Normalize();
public static Plane Normalize(Plane value);
public static void Normalize(ref Plane value, ref Plane result); 
public static Plane Transform(Plane plane, Matrix matrix);
public static Plane Transform(Plane plane, Quaternion rotation);
public static void Transform(ref Plane plane, ref Matrix matrix, ref Plane result);
public static void Transform(ref Plane plane, ref Quaternion rotation, ref Plane result);
Quaternion public static Quaternion Concatenate(Quaternion value1, Quaternion value2);
public static void Concatenate(ref Quaternion value1, ref Quaternion value2, ref Quaternion result);
public void Conjugate(); public static Quaternion Conjugate(Quaternion value);
public static void Conjugate(ref Quaternion value, ref Quaternion result); 
public static Quaternion CreateFromYawPitchRoll(float yaw, float pitch, float roll);
public static void CreateFromYawPitchRoll(float yaw, float pitch, float roll, ref Quaternion result);
Ray public Nullable<float> Intersects(Plane plane);
public void Intersects(ref Plane plane, ref Nullable<float> result);
Rectangle  public bool Contains(int x, int y);
public bool Contains(Point value);
public void Contains(ref Point value, ref bool result);
public bool Contains(Rectangle value);
public void Contains(ref Rectangle value, ref bool result); 
public bool Intersects(Rectangle value);
public void Intersects(ref Rectangle value, ref bool result);
Vector2 public static Vector2 Transform(Vector2 value, Quaternion rotation); 
public static void Transform(ref Vector2 value, ref Quaternion rotation, ref Vector2 result);
public static void Transform(Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2[] destinationArray, int destinationIndex, int length);
public static void Transform(Vector2[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector2[] destinationArray, int destinationIndex, int length);
public static void Transform(Vector2[] sourceArray, ref Matrix matrix, Vector2[] destinationArray);
public static void Transform(Vector2[] sourceArray, ref Quaternion rotation, Vector2[] destinationArray); 
public static void TransformNormal(Vector2[] sourceArray, int sourceIndex, ref Matrix matrix, Vector2[] destinationArray, int destinationIndex, int length);
public static void TransformNormal(Vector2[] sourceArray, ref Matrix matrix, Vector2[] destinationArray);
Vector3  public static Vector3 Transform(Vector3 value, Quaternion rotation); 
public static void Transform(ref Vector3 value, ref Quaternion rotation, ref Vector3 result);
public static void Transform(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length);
public static void Transform(Vector3[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector3[] destinationArray, int destinationIndex, int length);
public static void Transform(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray);
public static void Transform(Vector3[] sourceArray, ref Quaternion rotation, Vector3[] destinationArray); 
public static void TransformNormal(Vector3[] sourceArray, int sourceIndex, ref Matrix matrix, Vector3[] destinationArray, int destinationIndex, int length);
public static void TransformNormal(Vector3[] sourceArray, ref Matrix matrix, Vector3[] destinationArray);
Vector4 public static Vector4 Transform(Vector2 value, Quaternion rotation); 
public static void Transform(ref Vector2 value, ref Quaternion rotation, ref Vector4 result); 
public static Vector4 Transform(Vector3 value, Quaternion rotation); 
public static void Transform(ref Vector3 value, ref Quaternion rotation, ref Vector4 result); 
public static Vector4 Transform(Vector4 value, Quaternion rotation); 
public static void Transform(ref Vector4 value, ref Quaternion rotation, ref Vector4 result);
public static void Transform(Vector4[] sourceArray, int sourceIndex, ref Matrix matrix, Vector4[] destinationArray, int destinationIndex, int length);
public static void Transform(Vector4[] sourceArray, int sourceIndex, ref Quaternion rotation, Vector4[] destinationArray, int destinationIndex, int length);
public static void Transform(Vector4[] sourceArray, ref Matrix matrix, Vector4[] destinationArray);
public static void Transform(Vector4[] sourceArray, ref Quaternion rotation, Vector4[] targetArray);
CurveTangent enum
(New)
Flat,
Linear,
Smooth,
AudioEmitter
(New)
public AudioEmitter();
public float DopplerScale { get; set; }
public Vector3 Forward { get; set; }
public Vector3 Position { get; set; }
public Vector3 Up { get; set; }
public Vector3 Velocity { get; set; }
public override bool Equals(object obj);
public override int GetHashCode();
public static bool operator ==(AudioEmitter left, AudioEmitter right);
public static bool operator !=(AudioEmitter left, AudioEmitter right);
AudioListener
(New)
public AudioListener();
public Vector3 Forward { get; set; }
public Vector3 Position { get; set; }
public Vector3 Up { get; set; }
public Vector3 Velocity { get; set; }
public override bool Equals(object obj);
public override int GetHashCode();
public static bool operator ==(AudioListener left, AudioListener right);
public static bool operator !=(AudioListener left, AudioListener right);
Cue  public void Apply3D(AudioListener listener, AudioEmitter emitter);
namespace Microsoft.XNA.Framework.Content
ContentManager public string RootDirectory { get; } 
protected T ReadAsset<T>(string assetName, Action<IDisposable> recordDisposableObject);
ContentReader public string AssetName { get; }
namespace Microsoft.XNA.Framework.Graphics
BasicEffect public bool PreferPerPixelLighting { get; set; }
GraphicsDevice public Matrix[] GetPixelShaderMatrixArrayConstant(int startRegister, int constantCount);
public Matrix GetPixelShaderMatrixConstant(int startRegister);
public Quaternion[] GetPixelShaderQuaternionArrayConstant(int startRegister, int constantCount);
public Quaternion GetPixelShaderQuaternionConstant(int startRegister); 
public Vector2[] GetPixelShaderVector2ArrayConstant(int startRegister, int constantCount);
public Vector2 GetPixelShaderVector2Constant(int startRegister);
public Vector3[] GetPixelShaderVector3ArrayConstant(int startRegister, int constantCount);
public Vector3 GetPixelShaderVector3Constant(int startRegister);
public Vector4[] GetPixelShaderVector4ArrayConstant(int startRegister, int constantCount);
public Vector4 GetPixelShaderVector4Constant(int startRegister); 
public Matrix[] GetVertexShaderMatrixArrayConstant(int startRegister, int constantCount);
public Matrix GetVertexShaderMatrixConstant(int startRegister);
public Quaternion[] GetVertexShaderQuaternionArrayConstant(int startRegister, int constantCount);
public Quaternion GetVertexShaderQuaternionConstant(int startRegister); 
public Vector2[] GetVertexShaderVector2ArrayConstant(int startRegister, int constantCount);
public Vector2 GetVertexShaderVector2Constant(int startRegister);
public Vector3[] GetVertexShaderVector3ArrayConstant(int startRegister, int constantCount);
public Vector3 GetVertexShaderVector3Constant(int startRegister);
public Vector4[] GetVertexShaderVector4ArrayConstant(int startRegister, int constantCount);
public Vector4 GetVertexShaderVector4Constant(int startRegister); 
public void SetPixelShaderConstant(int startRegister, Quaternion constantData);
public void SetPixelShaderConstant(int startRegister, Quaternion[] constantData);
public void SetPixelShaderConstant(int startRegister, Vector2 constantData);
public void SetPixelShaderConstant(int startRegister, Vector2[] constantData);
public void SetPixelShaderConstant(int startRegister, Vector3 constantData);
public void SetPixelShaderConstant(int startRegister, Vector3[] constantData); 
public void SetVertexShaderConstant(int startRegister, Quaternion constantData);
public void SetVertexShaderConstant(int startRegister, Quaternion[] constantData);
public void SetVertexShaderConstant(int startRegister, Vector2 constantData);
public void SetVertexShaderConstant(int startRegister, Vector2[] constantData);
public void SetVertexShaderConstant(int startRegister, Vector3 constantData);
public void SetVertexShaderConstant(int startRegister, Vector3[] constantData);
SpriteBatch public void Begin(SpriteBlendMode blendMode, SpriteSortMode sortMode, SaveStateMode stateMode, Matrix transformMatrix); 
public void DrawString(SpriteFont spriteFont, string text, Vector2 position, Color color);
public void DrawString(SpriteFont spriteFont, string text, Vector2 position, Color color, float rotation, Vector2 origin, float scale, SpriteEffects effects, float layerDepth);
public void DrawString(SpriteFont spriteFont, string text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effects, float layerDepth);
SpriteFont
(New)
public int LineSpacing { get; }
public float Spacing { get; set; }
public Vector2 MeasureString(string text);
namespace Microsoft.Xna.Framework.Input
GamePadCapabilities public bool HasLeftStickButton { get; }
public bool HasLeftTrigger { get; }
public bool HasLeftVibrationMotor { get; }
public bool HasLeftXThumbStick { get; }
public bool HasLeftYThumbStick { get; } 
public bool HasRightStickButton { get; }
public bool HasRightTrigger { get; }
public bool HasRightVibrationMotor { get; }
public bool HasRightXThumbStick { get; }
public bool HasRightYThumbStick { get; }

Microsoft.XNA.Framework.Content.Pipeline.dll changes:
Since the API is backward compatbile there are no deletions or changes to the API. All changes below are additions.

namespace Microsoft.Xna.Framework.Content.Pipeline
ExternalReference<T> public ExternalReference(string filename, ContentIdentity relativeToContent);
FontDescriptionImporter
(New)
public FontDescriptionImporter();
public override FontDescription Import(string filename, ContentImporterContext context);
FontDescription
(New)
public FontDescription(string fontName, float size, float spacing);
public FontDescription(string fontName, float size, float spacing, FontDescriptionStyle fontStyle);
public ICollection<char> Characters { get; }
public string FontName { get; set; }
public float Size { get; set; }
public float Spacing { get; set; }
public FontDescriptionStyle Style { get; set; }
Texture3DContent
(New)
public Texture3DContent();
public override void GenerateMipmaps(bool overwriteExistingMipmaps);
public override void Validate();
FontDescriptionStyle enum
(New)
Bold,
Italic,
Regular,
namespace Microsoft.Xna.Framework.Content.Pipeline.Processors
FontDescriptionProcessor
(New)
public FontDescriptionProcessor();
public override SpriteFontContent Process(FontDescription input, ContentProcessorContext context);
FontTextureProcessor
(New)
public FontTextureProcessor();
protected virtual char GetCharacterForIndex(int index);
public override SpriteFontContent Process(Texture2DContent input, ContentProcessorContext context);
namespace Microsoft.Xna.Framework.Content.Pipeline.Tasks
CleanContent
(New)
public CleanContent();
public string BuildConfiguration { get; set; }
public string IntermediateDirectory { get; set; }
public string OutputDirectory { get; set; }
public string RootDirectory { get; set; }
public string TargetPlatform { get; set; }
public override bool Execute();
ICancelBuild
(New)
 public event EventHandler BuildCancelled;
Updated 4/24/2007 12:00:00 AM by Zman