The inlay manager, AgGxGlobeInlayManager, efficiently renders and organizes terrain and imagery inlays. This includes out-of-core memory management for high resolution terrain and images, level of detail control, and hierarchal culling.
Both terrain and imagery inlays can be added to the inlay manager in a single call by using the AddURI method as shown below.
IAgGxCentralBody earth = sceneManager.CentralBodies("Earth"); IAgGxGlobeInlay inlay = scene.GlobeInlayManager.AddURI(earth, Program.uriLocalDataPath + "TerrainAndImagery/StHelens.pdtt", AgGxInlayRole.InlayRoleNormal, true);
The inlay manager recognizes the extension as a terrain file and creates a terrain inlay, AgGxGlobeInlayTerrain. Since the last argument to AddURI was true, the terrain is immediately rendered as shown below.
Alternatively, inlays can be created with new, initialized, and then added to the inlay manager as shown below.
IAgGxCentralBody earth = sceneManager.CentralBodies("Earth"); IAgGxGlobeInlay inlay = new AgGxGlobeInlayTerrainChunk(); inlay.Initialize(earth, Program.uriLocalDataPath + "TerrainAndImagery/StHelens.pdtt"); scene.GlobeInlayManager.Add(inlay, AgGxInlayRole.InlayRoleNormal, true);
When an inlay should no longer be rendered, remove it from the inlay from the manager.
scene.GlobeInlayManager.Remove(inlay);