The display pipeline calls events during specific phases of drawing During the drawing of a single frame the events are called in the following order.
[Begin Drawing of a Frame]- CalculateBoundingBox
- CalculateClippingPanes
- SetupFrustum
- SetupLighting
- InitializeFrameBuffer
- DrawBackground
- If this is a layout and detail objects exist the channels are called in the same order for each detail object (drawn as a nested viewport)
- PreDrawObjects
- For Each Visible Non Highlighted Object
- PostDrawObjects - depth writing/testing on
- DrawForeGround - depth writing/testing off
- For Each Visible Highlighted Object
- PostProcessFrameBuffer (If a delegate exists that requires this)
- DrawOverlay (if Rhino is in a feedback mode)
NOTE: There may be multiple DrawObject calls for a single object. An example of when this could happen would be with a shaded sphere. The shaded mesh is first drawn and these channels would be processed; then at a later time the isocurves for the sphere would be drawn.
Assembly: RhinoCommon (in RhinoCommon.dll) Version: 5.1.30000.5 (5.0.20693.0)
Syntax
| C# |
|---|
public sealed class DisplayPipeline |
| Visual Basic |
|---|
Public NotInheritable Class DisplayPipeline |