摘要:
public class World : RenderableObjectWorld对象是WW中最重要的对象,他包含了一个渲染对象的集合,同时他自身也是一个渲染对象。重载的Render方法: 1 public override void Render(DrawArgs drawArgs) 2 { 3 try 4 { 5 6 if (m_WorldSurfaceRenderer != null && World.Settings.UseWorldSurfaceRenderer) 7 ... 阅读全文
摘要:
WW的插件结构很神奇,内部插件编译在DLL中,外部的则直接以.cs文件的形式加载,路径(C:\Program Files (x86)\NASA\World Wind 1.4\Plugins) 内部的以Assembly类来动态加载,外部的CodeDomProvider动态编译后加载! PluginCompiler.cs文件中的方法public void Load(PluginInfo pi) 1 /// <summary> 2 /// Load a plugin 3 /// </summary> 4 public void Load(Pl... 阅读全文
摘要:
MainApplication的构造函数599行实例化了worldWindow的Cache属性。// set Upper and Lower limits for Cache size control, in bytes long CacheUpperLimit = (long)Settings.CacheSizeMegaBytes * 1024L * 1024L; long CacheLowerLimit = (long)Settings.CacheSizeMegaBytes * 768L * 1024L; //75% of ... 阅读全文
摘要:
RenderableObject是一个抽象类,继承自接口IRenderable和IComparable。继承自RenderableObject类的有:RenderableObjectList、World、ImageLayer、PolygonLayer、TerrainPath、ShapeFileLayer、ShapeLayer、WavingFlagLayerpublic abstract class RenderableObject : IRenderable, IComparable 阅读全文