Table of Contents

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