Thetype exposes the following members.
Returns the LinearWorkflow data for this realitime display mode.
Override to communicate the progress of a capture.
Compute viewport CRC for the given ViewInfo
Implement if you need to handle the initial CreateWorld call initiated by the display pipeline system. Note that this is not the same as the CreateWorld call in Rhino.Render.ChangeQueue.ChangeQueue, although related.
Determines whether the specified object is equal to the current object.(Inherited from Object.)
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.(Inherited from Object.)
Serves as the default hash function.(Inherited from Object.)
Retrieve RealtimeDisplayMode instance that the IntPtr refers to.
Retrieve RealtimeDisplayMode instance. If create is set to true then a new instance is created if not found, null is returned for false.
Get the current render resolution for the running render session.
Gets the Type of the current instance.(Inherited from Object.)
Get ViewInfo that has been registered with this RealtimeDisplayMode instance.
Override to allow maximum pass editing. By default disabled.
Override to display status of the render engine.
Override to communicate the last completed pass. Can be shown in the HUD
Override to communicate the maximum passes count currently in use for the render session. Can be shown in the HUD
Override to return the name of your product. This will be printed in the HUD.
Implement to support locking in the viewport
Implement to support pausing and resuming in the viewport
Override if you want to hide the HUD. Shown by default
Show control buttons on the realtime display HUD. By default these are shown, override this function and return false if HUD controls aren't needed.
Override to show status text in HUD. By default disabled.
Override to show maximum passes in HUD. By default disabled.
Override to show current pass in HUD. By default disabled.
Implement to tell if your render engine has completed a frame for drawing into the viewport
Implement to tell the render pipeline that a framebuffer is ready
Override to tell the started state of your render engine.
Implement to communicate last completed pass to the underlying system.
Creates a shallow copy of the current Object.(Inherited from Object.)
Override to restart your render engine
Override PostConstruct if you need to initialize where the underlying RealtimeDisplayMode is available. The connection is made right after RealtimeDisplayMode has been instantiated, but just before PostConstruct is called. For instance finding out OpenGL information can be done in PostConstruct.
Find and register classes that derive from RealtimeDisplayMode from the given plug-in.
Find and register classes that derive from RealtimeDisplayMode from the given plug-in. The plug-in is found in the given assembly
Remove RealtimeDisplayMode instance from internal dictionary.
During run-time change whether to use OpenGL drawing of results or not. For instance offline rendering (viewcapture* with different resolution than viewport) could use RenderWindow instead of direct OpenGL drawing.
Set ViewInfo for this RealtimeDisplayMode instance.
Override if you want to i.e. hide the progress dialog for capture progress.
Override to shutdown your render engine
Use to signal the underlying pipeline a redraw is wanted. This can be used for instance when a renderer has completed a pass which should be updated in the associated viewport.
Override to start your render engine. Note that before using the RenderWindow you *must* call SetSize to properly initialize the underlying DIB.
Returns a string that represents the current object.(Inherited from Object.)
Implement and return true if you want the display pipeline to not wait for IsFramebufferAvailable during the MiddleGround draw phase. This will also tell the pipeline to draw a complete middleground pass in OpenGL.
Listen tot his event if you want to handle the lock button control
Listen tot his event if you want to handle the pause button control
Listen to this event if you want to handle the play button control.
Listen tot his event if you want to handle a press on the product name component
Listen tot his event if you want to handle a press on the status text component
Listen tot his event if you want to handle a press press on the time component
Listen tot his event if you want to handle the unlock button control
Listen to this if you want to handle changes in maximum pass count through the HUD.