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Links
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Changes from 1.0 to 1.0 refresh:
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1.0 |
1.0 Refresh |
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FileVersion |
File Date |
File Version |
File Date |
API Changed? |
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Microsoft.XNA.Framework.Content.Pipeline.dll |
1.0.61118.0 |
11/18/2006 |
1.1.10505.0 |
4/5/2007 |
Yes |
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Microsoft.XNA.Framework.Content.Pipeline.EffectImporter.dll |
1.0.61118.0 |
11/18/2006 |
1.1.10505.0 |
4/5/2007 |
No |
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Microsoft.XNA.Framework.Content.Pipeline.FBXImporter.dll |
1.0.61118.0 |
11/18/2006 |
1.1.10505.0 |
4/5/2007 |
No |
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Microsoft.XNA.Framework.Content.Pipeline.TextureImporter.dll |
1.0.61118.0 |
11/18/2006 |
1.1.10505.0 |
4/5/2007 |
No |
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Microsoft.XNA.Framework.Content.Pipeline.XImporter.dll |
1.0.61118.0 |
11/18/2006 |
1.1.10505.0 |
4/5/2007 |
No |
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Microsoft.XNA.Framework.dll |
1.0.61118.0 |
11/18/2006 |
1.1.10505.0 |
4/5/2007 |
Yes |
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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.
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namespace Microsoft.XNA.Framework |
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BoundingBox |
public const int CornerCount;
public void GetCorners(Vector3[] corners);
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BoundingFrustum |
public const int CornerCount;
public void GetCorners(Vector3[] corners);
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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);
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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);
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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);
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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);
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Ray |
public Nullable<float>
Intersects(Plane plane);
public void Intersects(ref Plane plane, ref Nullable<float>
result);
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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);
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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);
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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);
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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);
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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);
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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);
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Cue |
public void Apply3D(AudioListener listener, AudioEmitter emitter);
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namespace Microsoft.XNA.Framework.Content |
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ContentManager |
public string RootDirectory { get; }
protected T ReadAsset<T>(string assetName, Action<IDisposable>
recordDisposableObject);
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ContentReader |
public string AssetName { get; }
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namespace Microsoft.XNA.Framework.Graphics |
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BasicEffect |
public bool PreferPerPixelLighting { get; set; }
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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);
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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);
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SpriteFont
(New) |
public int LineSpacing { get; }
public float Spacing { get; set; }
public Vector2 MeasureString(string text);
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namespace Microsoft.Xna.Framework.Input
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GamePadCapabilities
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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; }
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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.
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namespace Microsoft.Xna.Framework.Content.Pipeline
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ExternalReference<T> |
public ExternalReference(string filename, ContentIdentity relativeToContent);
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FontDescriptionImporter
(New) |
public FontDescriptionImporter();
public override FontDescription Import(string filename, ContentImporterContext context);
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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; }
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Texture3DContent
(New) |
public Texture3DContent();
public override void GenerateMipmaps(bool overwriteExistingMipmaps);
public override void Validate();
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FontDescriptionStyle enum
(New) |
Bold,
Italic,
Regular,
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namespace Microsoft.Xna.Framework.Content.Pipeline.Processors
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FontDescriptionProcessor
(New) |
public FontDescriptionProcessor();
public override SpriteFontContent Process(FontDescription input, ContentProcessorContext
context);
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FontTextureProcessor
(New) |
public FontTextureProcessor();
protected virtual char GetCharacterForIndex(int index);
public override SpriteFontContent Process(Texture2DContent input, ContentProcessorContext
context);
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namespace Microsoft.Xna.Framework.Content.Pipeline.Tasks
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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();
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ICancelBuild
(New) |
public event EventHandler BuildCancelled;
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Updated 4/24/2007 12:00:00 AM by Zman
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