A GlobeImageOverlay for handling AGI Processed Image (PDTTX) files.
A TerrainOverlay for handling AGI Processed Terrain (PDTT) files.
A GlobeImageOverlay for handling ROAM (TXM/TXB) files.
Takes snapshots of the 3D window.
Records the 3D window to either a movie file or to consecutively ordered image files each time the Scene is rendered.
A GlobeImageOverlay that allows for a user defined image to be specified.
Options for configuring automatic handling of supported files when they are dragged and dropped onto the Insight3D control. To disable automatic handling of dropped files, set the AutoHandleDragDrop property to . The DragDropHandled event is raised when a supported file was dropped and handled by the control.
The base class for animation classes that can animate both forward and backward.
The base class for animation classes that can animate in the forward direction.
Settings used by GlobeOverlay objects. These setting affect all scenes.
Lighting in the 3D scene.
A minimalistic animation class.
Options for configuring automatic handling of mouse input for controlling the scene's Camera. To disable automatic handling of the mouse, set the AutoHandleMouse property to false. If you want to disable just certain mouse buttons, use the HandledButtons property or the SetHandledButtons(MouseButtons, Boolean) method to turn off handling of individual buttons.
A Projection represents a simplified camera with a Position, Orientation, and FieldOfViewHorizontal and FieldOfViewVertical. Unlike a real world camera, Projection has a nearest and farthest viewing distance, as defined by the NearPlane and FarPlane properties. For example, Projection can be used to represent a UAV's camera, to allow for projecting video onto terrain. See the Raster and Projection Streams topic for such an example.
Settings used by GlobeOverlay objects. These settings only affect the scene.
The EventArgs passed to the started event.
A TerrainOverlay that loads terrain terrain data from an STK Terrain Server, or any server that provides the STK Terrain Server Public REST API. This can be a server on the internet, your local network, or your local machine.
A factory for creating Texture2D objects from various sources.
Contains the information for a GlobeOverlay tile.
Specifies a cartographic tiling scheme for a CustomImageGlobeOverlay object.
Contains helpful methods for working with colors and translucency.
A SensorProjection that has been triangulated for rendering. In order to minimize memory allocations, an instance of this class can be re-used for multiple projections. Each time that UpdateFromNewProjection(CentralBody, Cartesian, SensorProjection, Int32) is called, the triangulation is updated.
A sphere that encapsulates an object.
The padding by which all child overlays will be offset from the edges of the parent.
Describes the position of a screen overlay.
The origin of rotation of a ScreenOverlay.
Describes the size of a screen overlay.
The operation that will be used when combining the source and destination values during blending.
The operation that will be used when computing the source and destination values that will be used during blending.
The role of a GlobeOverlay.
An optimization hint optionally provided to a primitive'sSetPartial method to enhance performance.
Specifies whether the aspect ratio of a texture will be maintained during sizing of a screen overlay.
The projection of the pixel data returned from a CustomImageGlobeOverlay.
Rendering methods available for use by the marker batch primitive. Different methods may have different performance characteristics and require different video card support. When in doubt, use Automatic.
The pass during which the marker batch is rendered.
Determines which marker batch property is used to size each marker in a marker batch.
The order in which markers in a marker batch are sorted before rendering.
The unit for marker sizes in a marker batch.
Indicates the type of message loop in use by the application.
Vertical and horizontal origin.
Represents the location of a point to be removed.
The order in which primitives are sorted before rendering.
The pass during which the projected raster is rendered.
The rate at which animation frames will occur.
Describes when a primitive will be rendered. Some primitives need to be rendered during or at a certain time. For example, translucent primitives need to be rendered after opaque primitives to allow proper blending. These values can be logically ored together when a primitive should be rendered in more than one pass.
An optimization hint optionally provided to a primitive'sSet method to enhance performance when per-position colors are used.
Specifies the origin of a screen overlay, as well as the direction of the horizontal and vertical axes. The origin specifies both the origin in the parent overlay's coordinate system and the origin within the overlay itself that is positioned.
Specifies the origin of theof the screen overlay, as well as the direction of the horizontal and vertical axes for that pinning position. The pinning origin specifies the origin of the pinning position in the overlay's coordinate system.
A unit specifying how a screen overlay is sized and positioned relative to its parent.
Defines the next animation time that will happen when the start and end times are reached.
Rendering methods available for use by the surface mesh primitive. Different methods may have different performance characteristics and require different video card support. When in doubt, use Automatic.
Result of a visibility test, such as testing if a sphere intersects a frustum.