VIS2 SS2013 CVD DVR
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
oNMatrixLibrary
|oCMatrixLibraryExceptions
|oCMatrixNullException
|oCMatrixDimensionException
|oCMatrixNotSquare
|oCMatrixDeterminentZero
|oCVectorDimensionException
|oCMatrixSingularException
|\CMatrixMatrix Library .Net v2.0 By Anas Abidi, 2004
\NvisLU
 oNCVD
 |oCCVDtfClass to apply a optimization on the transfer function and provide a new CVD-conform transfer function to the DVR pipeline.
 |\CImage
 oNEffects
 |oCRecolorShaderRepresents the connection between the program and the shader. Holds every EffectParameter for the shader.
 |oCTFWeightsShaderRepresents the connection between the program and the shader. Holds every EffectParameter for the shader.
 |\CVolumeShaderRepresents the connection between the program and the shader. Holds every EffectParameter for the shader.
 oNGui
 |oCDialogForm
 |oCHelpForm
 |oCInputManagerclass to process input requests
 |oCMainWindowMain Window Class.
 |oCSlicingFormForm for the slicing panel.
 |oCStepsizeForm
 |oCTransferfunctionClass to handle the transferfunction control
 |\CTransferfunctionForm
 oNProperties
 oCCameraBase Camera Class.
 oCDataRepresents volume data
 oCEngineRender engine. Implenets a Windows Forms Control
 oCEngineStateStructure to describe the engine states
 oCGamePropertiesDescribes the global application properties
 oCInteractiveCameraInteractive Camera class.
 oCTransferControlPointrepresents a control point for the transfer function.
 oCVisGraphicsDeviceClass for creating and managing the GraphicsDevice, used by the windows forms controls implements the IGraphicsDeviceService, that is responsible for retrieving GraphicsDevice objects.
 oCVisServiceContainerContainer class for passing shared services between different components, for instance the ContentManager uses it to locate the IGraphicsDeviceService implementation. Implements the IServiceProvider interface. This is used
 \CVisXnaConrolDefines Windows Forms Controls that use the XNA GraphicsDevice to draw itself; We use this class as a basis to define Windows Form Controls to render our scene and the transfer function