Primitives form the building blocks of a 3D
scene. Insight3D provides a wide array of primitives, such as
simple primitives to draw points and polylines to more advanced
primitives for drawing entire models or polygons that conform to
terrain. Primitives are optimized for both static and dynamic data,
as primitives are commonly positioned and oriented based on
computations performed with DGL that change over time. Primitives
can be turned on/off based on the viewer's altitude, distance to
viewer, or current animation time. Composite primitives group
primitives together to create hierarchies of primitives for
efficient rendering, layering and aggreation/deaggregation.
| C# | Visual Basic | Visual C++ |
namespace AGI.Graphics.Primitives
Namespace AGI.Graphics.Primitives
namespace AGI.Graphics.Primitives
| All Types | Classes | Interfaces | Enumerations |
| Icon | Type | Description |
|---|---|---|
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AgGxDirtyList |
Keeps track of primitives in the Primitive
Manager that have changed position. The Primitive Manager uses the
dirty list to batch up its spatial data structures. This is
required for a primitive to render correctly.
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AgGxDirtyListBoundingVolumeHierarchy |
Manages updates to a primitive in a bounding
volume hierarchy. This object is created and handled internally.
The user will never have to create this.
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AgGxDirtyListBoundingVolumeHierarchyClass |
Manages updates to a primitive in a bounding
volume hierarchy. This object is created and handled internally.
The user will never have to create this.
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AgGxDirtyListClass |
Keeps track of primitives in the Primitive
Manager that have changed position. The Primitive Manager uses the
dirty list to batch up its spatial data structures. This is
required for a primitive to render correctly.
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AgGxFont |
One or more textures that contain the
characters in a font. This is used as input to the text batch
primitive to render text using a given font.
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AgGxFontClass |
One or more textures that contain the
characters in a font. This is used as input to the text batch
primitive to render text using a given font.
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AgGxIndicesOrder |
Indicates the order of indices. This is
provided to primitive's SetPartial() methods to ensure indices are
not unnecessarily sorted.
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AgGxMassiveModelRenderStrategy |
Rendering algorithms used by the massive model
primitive. Some algorithms provide better performance than others
depending on the type of model rendered.
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AgGxPolylineType |
Describes how the vertices in a line should be
interpreted.
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AgGxPrimitiveComposite |
A composite of primitives. This is used to
build a hierarchy of primitives and efficiently evaluate their
display conditions. It can also be used to construct a scene graph,
with culling based on the logical organization, not necessarily
spatial.
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AgGxPrimitiveCompositeClass |
A composite of primitives. This is used to
build a hierarchy of primitives and efficiently evaluate their
display conditions. It can also be used to construct a scene graph,
with culling based on the logical organization, not necessarily
spatial.
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AgGxPrimitiveManager |
Used to add and remove primitives to the
scene(s). Primitives must be added to the manager before they will
be rendered.
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AgGxPrimitiveManagerClass |
Used to add and remove primitives to the
scene(s). Primitives must be added to the manager before they will
be rendered.
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AgGxPrimitiveModel |
Load and renders Collada (.dae) and MDL (.mdl)
models.
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AgGxPrimitiveModelClass |
Load and renders Collada (.dae) and MDL (.mdl)
models.
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AgGxPrimitivePointBatch |
Renders a set of points with the same pixel
size.
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AgGxPrimitivePointBatchClass |
Renders a set of points with the same pixel
size.
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AgGxPrimitivePolyline |
Render a line of constant width. Commonly used
to visualize vector data on the globe and satellite orbits.
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AgGxPrimitivePolylineClass |
Render a line of constant width. Commonly used
to visualize vector data on the globe and satellite orbits.
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AgGxPrimitiveRendererMarkerBatch |
Renderer for the MarkerBatch Primitive. You do
not need to create this object directly. An instance of this class
is created implicitly if one or more MarkerBatch primitive are
created.
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AgGxPrimitiveRendererMarkerBatchClass |
Renderer for the MarkerBatch Primitive. You do
not need to create this object directly. An instance of this class
is created implicitly if one or more MarkerBatch primitive are
created.
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AgGxPrimitiveRendererShadowVolume |
Renderer for the Surface Mesh Primitive. You
do not need to create this object directly. An instance of this
class is created implicitly if one or more surface mesh primitives
are created.
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AgGxPrimitiveRendererShadowVolumeClass |
Renderer for the Surface Mesh Primitive. You
do not need to create this object directly. An instance of this
class is created implicitly if one or more surface mesh primitives
are created.
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AgGxPrimitiveRendererTextBatch |
Renderer for the TextBatch Primitive. You do
not need to create this object directly. An instance of this class
is created implicitly if one or more TextBatch primitive are
created.
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AgGxPrimitiveRendererTextBatchClass |
Renderer for the TextBatch Primitive. You do
not need to create this object directly. An instance of this class
is created implicitly if one or more TextBatch primitive are
created.
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AgGxPrimitiveSurfaceMesh |
A triangle mesh primitive that conforms to
terrain. Its input must always be vertices/positions on the
surface.
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AgGxPrimitiveSurfaceMeshClass |
A triangle mesh primitive that conforms to
terrain. Its input must always be vertices/positions on the
surface.
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AgGxPrimitiveTextBatch |
Renders a set of text strings with the same
font.
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AgGxPrimitiveTextBatchClass |
Renders a set of text strings with the same
font.
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AgGxPrimitiveTextBatchOptionalParameters |
Optional initialization parameters for the
text batch primitive. To pass an optional parameter to a text batch
initialization method, create an instance of this class, set the
desired properties, and pass the object to the text batch
initialization method.
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AgGxPrimitiveTextBatchOptionalParametersClass |
Optional initialization parameters for the
text batch primitive. To pass an optional parameter to a text batch
initialization method, create an instance of this class, set the
desired properties, and pass the object to the text batch
initialization method.
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AgGxPrimitiveTriangleMesh |
Renders an indexed triangle list in a solid or
translucent color. Used to render things such as countries on the
globe.
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AgGxPrimitiveTriangleMeshClass |
Renders an indexed triangle list in a solid or
translucent color. Used to render things such as countries on the
globe.
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AgGxRenderPass |
Describes when a primitive will be rendered
during the rendering loop. Some primitives need to be rendered
during a certain part of the rendering loop. For example
translucent primitives need to be rendered after opaque objects and
ideally in a back to front???
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AgGxRenderPassHint |
When a polyline or point batch primitive is
provided per-vertex colors, for example using InitializeWithColors,
this hint tells the primitive if all colors are opaque,
translucent, or unknown. For best performance, only use unknown
when you are unsure if the ???
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IAgGxDirtyList |
Keeps track of primitives in the Primitive
Manager that have changed position. The Primitive Manager uses the
dirty list to batch up its spatial data structures. This is
required for a primitive to render correctly.
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IAgGxFont |
One or more textures that contain the
characters in a font. This is used as input to the text batch
primitive to render text using a given font.
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IAgGxPrimitive |
Primitives are objects rendered in the 3D
scene.
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IAgGxPrimitiveAllScenesRenderer |
Primitives can implement this interface in the
same object as they implement IAgGxPrimitiveRenderer in order to
receive pre/post render events that occur once per frame regardless
of how many scenes are rendered.
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IAgGxPrimitiveComposite |
A composite of primitives. This is used to
build a hierarchy of primitives and efficiently evaluate their
display conditions. It can also be used to construct a scene graph,
with culling based on the logical organization, not necessarily
spatial.
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IAgGxPrimitiveManager |
Used add and remove primitives to the
scene(s). Primitives must be added to the manager before they will
be rendered.
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IAgGxPrimitiveModel |
Loads and renders Collada (.dae) and MDL
(.mdl) models.
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IAgGxPrimitivePointBatch |
Renders a set of points with the same pixel
size.
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IAgGxPrimitivePolyline |
Renders a line of constant width. Commonly
used to visualize vector data on the globe and satellite
orbits.
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IAgGxPrimitiveRenderer |
Primitives can implement this interface in
addition to IAgGxPrimitive in order to receive pre/post render
events. Primitives are grouped by their renderer. A large number of
instances of these will degrade performance.
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IAgGxPrimitiveSceneRenderer |
Primitives can implement this interface in the
same object as they implement IAgGxPrimitiveRenderer in order to
receive pre/post render events that occur once per scene.
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IAgGxPrimitiveSurfaceMesh |
A triangle mesh primitive that conforms to
terrain. Its input must always be vertices/positions on the
surface.
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IAgGxPrimitiveTextBatch |
Renders a set of text strings with the same
font.
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IAgGxPrimitiveTextBatchOptionalParameters |
Optional initialization parameters for the
text batch primitive. To pass an optional parameter to a text batch
initialization method, create an instance of this class, set the
desired properties, and pass the object to the text batch
initialization method.
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IAgGxPrimitiveTriangleMesh |
Renders an indexed triangle list in a solid or
translucent color. Used to render things such as countries on the
globe.
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IAgGxPrimitiveWithColor |
A primitive with a color and translucency.
Most primitives implement this interface, in addition to
IAgGxPrimitive. This allows you to create heterogeneous groups of
primitives that implement IAgGxPrimitiveWithColor so you can change
their color without dyna???
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