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cn.GDI Rendering

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GDI 渲染

GDI 渲染的设计目地就是要又快又简单。有一些简单的节点可以产生文字、矩形、直线或贝塞尔曲线等。坐标系是从左下角的(-1, -1)到右上角的(1, 1)的一个矩形区域。

要想玩 GDI 渲染器, 就要创建一个 Renderer (GDI) 节点并使用以下节点。大部分应该都是可以望文生义的,特别是你打开它们的帮助文档后。

注意原来曾有的 Cc 和 Pt 节点更名为 Circle (GDI)Point (GDI)

HLine (GDI), VLine (GDI)Point (GDI) 节点就是用来在写一些简单的演示程序片时画水平线,垂直线和点。

在Debug分类中还有一组节点,可用于快速显示性能和状态信息。它们通常是往GDI渲染器上输出信息,未来会对这些节点全面修订。

优先级, 通行证和全局可见范围

所有渲染节点都有用于通行证(Pass)和优先级(Priority)的引脚。通行证决定渲染节点在那个渲染窗口上呈现。在渲染窗口中你只会看到具有相同通行证ID号的渲染节点

优先级决定了节点的顺序:高优先级的节点先画,因此,它们显示在其它东西之后。

渲染器上的GlobalVisualRange(全局可见范围)引脚决定了该渲染器是否接受来自其它程序片的渲染节点还是只接受来自本程序的渲染节点。如果GlobalVisualRange为1(默认值), 渲染器显示所有程序片中的所有渲染节点。如果GlobalVisualRange为0,你就只能看见本地的渲染对象。

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