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IAgStkGraphicsSceneManager Interface

Description

The static SceneManager class provides global properties and functionality that apply to all Scenes and thus affect the rendering of every globe control. It also provides a Textures property for creating new Texture 2D, and controls the Time of all Scenes within an application. The Animation property and Set Time method can be used to control Time. The Primitives and Screen Overlays properties allow you to add Primitives and ScreenOverlays to all Scenes. To render these objects in specific scenes, see the SceneDisplayCondition class. To render all Scenes within an application, call the Render method.

Public Methods

Public Method RenderRenders all Scenes within an application. To render a specific Scene, use the Scene.Render method.

Public Properties

Public Property FrameRateGets the FrameRate class, which can be used to keep track of how fast Scenes are being rendered.
Public Property GlobeOverlaySettingsGets the GlobeOverlaySettings, which are used to set global settings for all GlobeOverlays.
Public Property InitializersAllows the user to create or initialize primitives, display conditions, tringulators and other types of objects.
Public Property PrimitivesGets the PrimitiveManager, which is used to add Primitives to your Scenes.
Public Property ScenesGets a read-only collection of Scenes that are associated with the SceneManager.
Public Property ScreenOverlaysGets the ScreenOverlayManager, which is used to add ScreenOverlays to your Scenes.
Public Property TexturesGets the Texture2DFactory, which can be used to create Texture 2D from various sources.

Interfaces

CoClasses that Implement IAgStkGraphicsSceneManager

Example

How to get the scene manager from the STK Object Model root.
[C#]
IAgStkGraphicsSceneManager manager = ((IAgScenario)root.CurrentScenario).SceneManager;
How to get the scene manager from the STK Object Model root.
[Visual Basic .NET]
Dim manager As IAgStkGraphicsSceneManager = DirectCast(root.CurrentScenario, IAgScenario).SceneManager

See Also

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