Rendering
How HiAPI puts geometry on a screen. The whole system rests on one relationship — a DispEngine renders IDisplayee objects — so every page here is either a way to host the engine in a UI framework, a way to produce something for it to render, or a way to decide what colour the result comes out.
Ordered from hosting the engine to feeding it: the canvas first, then what is drawn on it.
Hosting the Engine
- Using RenderingCanvas with DispEngine — The shipped canvas controls for Windows Forms and WPF, the DispEngine surface they expose, and the input and camera operations that come with it
- Building Your Own Rendering Canvas — What a canvas has to implement to host a DispEngine on a framework HiAPI ships no control for, shown against both reference implementations
What Gets Drawn
- Using Hi.Disp.Drawing — The primitive rendering unit for points, lines and surfaces, and how to compose displayees without paying for each one
- Color Guide System — Assigning colour and rendering priority per machining step, and what priority decides when many steps land in one pixel
See Also
- Mechanism — the topology that decides where a displayee is drawn
- API Foundations — the packages, geometry types and services this sits on
- HiAPI Packages and Sample Code — which package a Windows Forms or WPF application needs