» GDI Rendering
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

GDI Rendering

Mandarin | Russian | Italian

Chinese Version: GDI渲染

GDI Rendering

GDI Rendering is designed to be quick and simple. Some simple nodes will create text and rectangles, as well as lines and Bézier curves. The coordinate system is a square going from (-1, -1) in the lower left corner to (1, 1) in the upper right corner.

To play with the GDI renderer, create a Renderer (GDI) node and use the following nodes. Most should be fairly self explanatory, especially if you open their help patches.

Note that the Cc and Pt nodes are now named Circle (GDI) and Point (GDI)

The HLine (GDI), VLine (GDI) and Point (GDI) nodes are meant for simple demonstration patches to mark horizontal and vertical lines and points.

There is a group of nodes in the Debug category, which are used for quick performance and status messages. While they are ready for a general overhaul, they will usually print out status information to the GDI renderer.

Priority, Passes and GlobalVisualRange

All Render nodes have pins for Pass and Priority. The pass determines in which render window a certain render node is drawn. You will see only render nodes in renderers with the same Pass ID.

The Priority determines the order of the nodes: Nodes with the highest priority are drawn first; therefore they appear behind everything else.

The GlobalVisualRange on the renderer pin determines if the renderer should be accepting render nodes from all patches or just from the current patch. If GlobalVisualRange is 1 (default), the renderer shows all render objects in all patches with the given Pass. If the GlobalVisualRange is 0 you can see only the local render objects.

anonymous user login

Shoutbox

~8h ago

Urbankind: circuitb:Wrongcop is epic! :)

~8h ago

joreg: @tobi: use GetSlice() as the patch i referred you to is demonstrating. or start a forum thread with your patch.

~8h ago

TobiTobsen123: hmm yes i can see the values...but how to handle them as seperate values? I need to forward them via TCP/IP...

~10h ago

joreg: @tobi: OSCDecoder helppatch has a section: OSC_Advanced (bottomright) that demoes decoding of multiple messages

~10h ago

TobiTobsen123: I'm using an OSCDecoder, it receives two arguments...works but how can I seperate the arguments into two seperate values

~13h ago

u7angel: @mediadog, make it a forum question.

~13h ago

u7angel: @mediadog, tty renderer ?

~15h ago

microdee: however non-conductive objects are invisible for this so the pencil and the sticks in the video are still a mysteries