This Library Reference contains information on Insight3D types, organized by namespace. To learn more about the contents of the library, browse the table of contents. You can also find information on a specific type in that way, or by entering its name in the Searchfield.
Note:When searching for a type, if you are not sure of its full name, you can use asterisks as wildcards. For example, entering
*PrimitiveModel*
in the Searchfield will find the AgGxPrimitiveModelclass.
| Namespace | Description |
|---|---|
| AGI.Graphics |
Types commonly used throughout Insight3D. This
includes Cartesian and cartographic objects and collections, and
display conditions.
|
| AGI.Graphics.ComputationalGeometry |
Types that perform computational geometry
algorithms, such as triangulation. These types are commonly used as
input to overlays.
|
| AGI.Graphics.ComputationalGeometry.Astro |
Types that perform computational geometry
algorithms, such as triangulation and interpolation. These objects
are generally used as input to primitives. For example, the
triangle mesh can render either polygons on the surface or walls
depending on its input.
|
| AGI.Graphics.GlobeInlays |
Types for rendering and organizing terrain and
imagery on a globe. Inlays can be layered and turned on/off based
on the viewer's altitude or current animation time. Both JPEG 2000
(.jp2) and AGI’s image format (.pdttx) are supported. For terrain,
AGI’s terrain format (.pdtt) is supported.
|
| AGI.Graphics.Imaging |
Types to read and process images using
conditioners. Insight3D provides flexible image processing
interfaces and built-in conditioners to dynamically perform many
image processing tasks, such as adjusting brightness, contrast, and
color levels, performing gamma correction, extracting and
reordering components, and doing geometric transformations. More
generic conditioners, such as the convolution conditioner, can be
used to achieve a large number of effects, including sharpening and
edge or gradient enhancement. Insight3D supports reading several
image formats: BMP, ECW, IMG, JP2, NTF, NITF, PNG, SID, TIF, TIFF,
JPG, JPEG, PPM, PGM, CLDS, and TGA. Additionally, an image can be
loaded directly from memory. Images can be conditioned and are
commonly applied to primitives as textures. Both texture generation
and caching, with synchronous and asynchronous reading of images
from various sources, including FTP and HTTP, are supported.
|
| AGI.Graphics.Imaging.Video |
Types to read and configure playback of video,
which can then be used to create dynamic images. The video reader
supports streaming from various protocols, and can play a large
variety of media formats, codecs, frame rates and frame
sizes.
|
| AGI.Graphics.Overlays |
Overlays are used to render objects in 2D
screen-space on top of a 3D scene. For example, overlays can be
used to display your company's logo, create a heads-up display
(HUD), or create a translucent user interface. The texture overlay
can render static images, such as a company logo or a UI button, or
dynamic images, such as a video feed from a UAV. The panel overlay
is used to form hierarchies of overlays, which is useful for
creating UI elements, such as toolbars. All overlays support pixel
and fractional units, translation, scale, and rotation
transformations, and a user defined z-order.
|
| AGI.Graphics.Primitives |
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.
|
| AGI.Graphics.Renderer |
This namespace is incomplete and not ready for
use. It is included in this alpha as preview of the final
namespace. Render types provide an object-oriented interface to the
GPU independent of OpenGL or Direct3D. The renderer includes
optimizations, such as choosing optimal vertex layouts and
minimizing state changes.
|
| AGI.Graphics.Scene3D |
The scene represents the 3D window and all of
its state. This namespace includes the camera, for manipulating the
viewer's position and orientation, and taking snapshots and videos,
picking, stars, clouds, and lighting.
|
| AGI.UI.Controls.Graphics |
Namespace for the 3D control.
|