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.

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.
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.
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