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Rhino.Display Namespace

[Missing <summary> documentation for "N:Rhino.Display"]

Public classCalculateBoundingBoxEventArgs
Public classCullObjectEventArgs
Public classCustomDisplay
Provides some basic (indeed, very basic) mechanisms for drawing custom geometry in viewports.
Public classDisplayBitmap
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.
Public classDisplayBitmapDrawList
Public classDisplayConduit
Public classDisplayEngine
Public classDisplayMaterial
Public classDisplayModeChangedEventArgs
Public classDisplayModeDescription
Description of a how Rhino will display in a viewport. These are the modes that are listed under "Advanced display" in the options dialog.
Public classDisplayPipeline

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]
  • CalculateBoundingBox
  • CalculateClippingPanes
  • SetupFrustum
  • SetupLighting
  • InitializeFrameBuffer
  • DrawBackground
  • If this is a layout and detail objects exist the channels are called in the same order for each detail object (drawn as a nested viewport)
  • PreDrawObjects
  • For Each Visible Non Highlighted Object
  • PostDrawObjects - depth writing/testing on
  • DrawForeGround - depth writing/testing off
  • For Each Visible Highlighted Object
  • PostProcessFrameBuffer (If a delegate exists that requires this)
  • DrawOverlay (if Rhino is in a feedback mode)
[End of 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.

Public classDisplayPipelineAttributes
Represents display pipeline settings, such as "show transparency" and "show grips".
Public classDisplayPipelineAttributesMeshDisplayAttributes
Public classDisplayPipelineAttributesViewDisplayAttributes
Public classDrawEventArgs
Public classDrawForegroundEventArgs
Public classDrawObjectEventArgs
Public classInitFrameBufferEventArgs
Public classPageViewSpaceChangeEventArgs
Public classRhinoPageView
A window that contains a single layout 'page'
Public classRhinoView
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.
Public classRhinoViewport
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.
Public classText3d
3D aligned text with font settings.
Public classViewCapture
Public classViewCaptureSettings
Used to hold the information required to generate high resolution output of a RhinoViewport. This is used for generating paper prints or image files
Public classViewEventArgs
Public classVisualAnalysisMode
Represents a base class for visual analysis modes.

This class is abstract.

Public classZBufferCapture
Provides functionality for getting the zbuffer values from a viewport and a given display mode
Public structureColor4f
Color defined by 4 floating point values.
Public structureColorCMYK
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.
Public structureColorHSL
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.
Public structureColorHSV
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 each color channel would need to be modified to affect the color brightness.
Public structureColorLAB
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.
Public structureColorLCH
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.
Public structureColorXYZ
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.