[Missing <summary> documentation for "N:Rhino.Display"]
Provides some basic (indeed, very basic) mechanisms for drawing custom geometry in viewports.
A bitmap resource that can be used by the display pipeline (currently only in OpenGL display). Reuse DisplayBitmaps for drawing if possible; it is much more expensive to construct new DisplayBitmaps than it is to reuse existing DisplayBitmaps.
Description of a how Rhino will display in a viewport. These are the modes that are listed under "Advanced display" in the options dialog.
The display pipeline calls events during specific phases of drawing During the drawing of a single frame the events are called in the following order.[Begin Drawing of a Frame]
NOTE: There may be multiple DrawObject calls for a single object. An example of when this could happen would be with a shaded sphere. The shaded mesh is first drawn and these channels would be processed; then at a later time the isocurves for the sphere would be drawn.
Represents display pipeline settings, such as "show transparency" and "show grips".
A window that contains a single layout 'page'
A RhinoView represents a single "window" display of a document. A view could contain one or many RhinoViewports (many in the case of Layout views with detail viewports). Standard Rhino modeling views have one viewport.
Displays geometry with a given projection. In standard modeling views there is a one to one relationship between RhinoView and RhinoViewports. In a page layout, there may be multiple RhinoViewports for a single layout.
3D aligned text with font settings.
Holds the information required to generate high resolution output of a RhinoViewport. This is used for generating paper prints or image files
Represents a base class for visual analysis modes.
This class is abstract.
Provides functionality for getting the z-buffer values from a viewport and a given display mode
Color defined by 4 floating point values.
Represents a CMYK (Cyan, Magenta, Yellow, Key) color with double precision floating point channels. CMYK colors are used primarily in printing environments as they provide a good simulation of physical ink.
Represents an HSL (Hue, Saturation, Luminance) color with double precision floating point channels. HSL colors are used primarily in Graphical User Interface environments as they provide a very natural approach to picking colors.
Represents an HSV (Hue, Saturation, Value) color with double precision floating point channels. HSV colors (also sometimes called HSB, where B means Brightness) are similar to HSL colors in that they represent colors in a cylindrical color space, and are intended to provide intuitive means to edit the brightness of a particular color over RGB color space where each color channel would need to be modified to affect the color brightness.
Represents a LAB (Lightness, A, B) color with double precision floating point channels. LAB colors are based on nonlinearly compressed CIE XYZ color space coordinates. The A and B parameters of a LAB color represent the opponents.
Represents an LCH (Lightness, A, B) color with double precision floating point channels. LCH colors (also sometimes called CIELUV) are transformation of the 1931 CIE XYZ color space, in order to approach perceptual uniformity. They are primarily used in computer graphics which deal with colored lights.
Represents a RGBA (Red, Green, Blue, Alpha) color with double precision floating point channel.
Combination of a color and position. Used in defining gradient fills
Represents an XYZ (Hue, Saturation, Luminance) color with double precision floating point channels. XYZ colors are based on the CIE 1931 XYZ color space standard and they mimic the natural sensitivity of cones in the human retina.
Constants that define how the background of a viewport should be filled.
Defines enumerated constants for display blend modes.
Parallel and perspective projections that are "standard" in Rhino
Graphics display techologies.
Style of color gradient
Defines styles used for drawing points.
Graphics Shader Language https://en.wikipedia.org/wiki/OpenGL_Shading_Language#Versions
Defines how a viewport is mapped to output.
Contains enumerated values for analysis styles, such as wireframe, texture or false colors..
Continuity mode to report
Biasing applied to geometry to attempt to get coplanar items to draw on top of or below other geometry