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Getting Started

  • Introduction
  • Technical Overview
    • Architecture
    • Segments
    • Styles and Portfolios
    • Geometry Types
      • Shells
      • Lines and Text
    • Display Drivers
    • Print and Plot Support
    • Scene-Graph and Drivers Flexibility
    • Selection and Highlighting
    • Transparency
    • Bounded Section Planes
    • Overlays and 3D-Spriting
    • Polygonal Clip Regions
    • Point Clouds
    • Performance
      • Retained Mode Benefits
      • Optimized Draw Pipeline
      • Scene Optimization
      • Fixed Framerate
    • Visual Quality
      • Advanced Shader Pipeline
      • Shading Models
      • Physically-based Rendering
      • Color Interpolation
      • Isolines and Contour Lines
      • Hidden Line
      • Textures
      • Shaders
      • Real-time Shadows
      • Ambient Occlusion
      • Bloom
      • Reflection Planes
  • Package Contents
    • Package Hierarchy
    • Library Descriptions
  • Licensing
    • Setting the License Key
  • Third-party Integration
    • Parasolid
    • Exchange-Parasolid
    • RealDWG
    • Notes on Qt Sandbox
  • Supported Platforms
    • Windows
      • C++
      • Conflicting Macros in Windows C++ Builds
      • C#
    • Linux
    • OSX
    • Mobile Support
    • iOS
      • The iOS Sandbox
      • Handling Input Events
    • Android
      • The Android Sandbox
      • Android Sandbox Requirements
      • Android Sandbox-specific Notes
      • Android-specific Issues
      • Using the Android Sandbox with Exchange
      • Limitations
    • Xamarin
      • Special Considerations
      • Building the Xamarin Package
      • Targeting Android
      • Targeting iOS
    • Using HOOPS Visualize on a Virtual Machine
    • Special Platform Initialization
  • Supported File Formats
    • 3D Formats
    • 2D Formats
    • Image Formats
  • Sandboxes
    • List of Sandboxes
    • HOOPS Exchange
    • HOOPS Publish
    • WPF Sandbox
      • Segment Browser
      • Model Browser
    • Cocoa Sandbox
    • AR/VR (Augmented Reality / Virtual Reality)
      • HoloLens Remoting
      • HoloLens Native
      • OpenVR
      • ARCore
      • ARKit
  • Acknowledgments
    • The FreeType Project
    • Zlib
    • Independent JPEG Group
    • libpng
    • ICU - International Components for Unicode
    • The Mesa 3D Graphics Library
    • OpenGL Extension Wrangler Library
    • JSON for Modern C++
  • Knowledge Base
  • Support
  • Downloads
  • Release Notes
    • HPS 2023
      • Library compatibility information
      • Enhancements
      • Functional changes
      • Fixed bugs
    • HPS 2022 SP2 U1
      • Library compatibility information
      • Functional changes
      • Fixed bugs
    • HPS 2022 SP2
      • Library compatibility information
      • New features and enchancements
      • Functional changes
      • Fixed bugs
    • HPS 2022 SP1
      • Library compatibility information
      • New features and enchancements
      • Functional changes
      • Fixed bugs
    • HPS 2022 U2
      • Library compatibility information
      • Functional changes
      • Fixed bugs
    • HPS 2022 U1
      • Library compatibility information
      • Fixed bugs
    • HPS 2022
      • Library compatibility information
      • New features and enhancements
      • Functional changes
      • Fixed bugs
    • HPS 2021 SP2 U2
      • Library compatibility information
      • Functional changes
      • Fixed bugs
    • HPS 2021 SP2 U1
      • Library compatibility information
      • Functional changes
      • Known issues
      • Fixed bugs
    • HPS 2021 SP2
      • Library compatibility information
      • Enhancements
      • Functional changes
      • Known issues
      • Fixed bugs
    • HPS 2021 SP1 U1
      • Library compatibility information
      • Functional changes
      • Fixed bugs
    • HPS 2021 SP1
      • Library compatibility information
      • New features and enhancements
      • Functional changes
      • Fixed bugs
    • HPS 2021 U1
      • Library compatibility information
      • Functional changes
      • Fixed bugs
    • HPS 2021
      • Library compatibility information
      • Enhancements
      • Functional changes
      • Fixed bugs
    • Deprecated functions list
  • Community Forum
  • Public Roadmap
  • Archives

Sample Code

  • Samples
    • bloom_Silhouette
    • Complex_Clip_Regions
    • Conditional_Styles_and_Includes
    • custom_Event
    • Database_Search
    • Exchange_Component_Highlighting
    • Exchange_Component_Interaction
    • Exchange_PMI_Highlighting
    • Exchange_Publish
    • Hardcopy_Export
    • Hidden_Line
    • Hidden_Line_Advanced
    • Highlighting
    • Image_Background
    • Image_IO
    • Image_Output
    • Insert_Cube
    • Interpolation
    • Lightweight_Subwindow
    • Mask_Transforms
    • Meshes
    • Nvidia_Profile_Creator
    • Priority
    • Publish_Widgets
    • Quickmoves
    • Reference_Geometry
    • Render_Modes
    • Segment_Attributes
    • Select_by_Point
    • Shell_Attributes
    • Selection
    • Spacemouseoperator
    • Spotlight
    • Subshell_Attributes
    • Textures
  • Tutorials
    • Fundamentals
      • 1.1 Basic Segment Operations
        • Creating Subsegments
        • Attaching Branches
      • 1.2 Creating Geometry
        • Shells
        • 2D-Geometry
        • Primitives
      • 1.3 Setting Attributes
      • 1.4 Loading a Model
      • 1.5 Visual Effects
    • Applying Materials
      • 2.1 Loading a Shell
      • 2.2 Applying a Diffuse Texture
        • Segment-Level
        • Entity-Level
        • Face-Level
        • Applying Diffuse Color Using a Palette
      • 2.3 Bump Mapping
      • 2.4 Multi-Texturing
    • Rendering Effects
      • 3.1 Load the Turbine Model
      • 3.2 Add a Reflection Plane
      • 3.4 Bloom
      • 3.5 Texturing
    • Selection and Highlighting
      • 4.1 Building a Highlight Style
        • Selecting By Area
      • 4.3 Processing Selection Results
        • Performing Selection Programmatically
      • 4.4 Summary
    • Leader Lines
      • 5.1 Set Up the Scene
      • 5.2 Insert a Cube
      • 5.3 Define the Annotation Shape
      • 5.4 Define Leader Line Anchor and Intermediate Points
      • 5.5 Define a ShapeKit and Add Text
      • 5.6 Create the Leader Line
      • 5.7 Add the Arrowhead
      • 5.8 Bringing It All Together
      • Appendices
        • Source Code for InsertCube Function
    • Static Model
      • 6.1 Importing a Model File
      • 6.2 Setting the Static Model
      • 6.3 Collecting Performance Diagnostics
      • 6.4 Changing the Static Model
      • 6.5 Using the Resource Monitor
      • 6.6 Update Types
      • Appendix
    • Creating a Skybox
      • 7.1 Image Mapping Overview
      • 7.2 Importing Images
      • 7.3 Define the Cubemap in a Portfolio
      • 7.4 Animation: Inserting a Cube
      • 7.5 Animation: Creating a SmoothTransition EventHandler
      • 7.6 Animation: Adjusting the Camera
      • 7.7 Usage Notes
      • Appendix – Full Source Code

Programming Guide

  • Fundamentals
    • Database Fundamentals
      • Segments
        • Segment Attributes
        • Geometry
        • Subsegments
        • Include Segments
        • Filtering Include Links
        • Deleting Include Links
        • Conditional Include Links
        • Segment References
      • Keys
      • Attributes
        • Setting and Getting Attributes Using Attribute Controls
        • Example: Edge Attribute Control
        • Example: Camera Attribute Control
        • Getting Attribute Values
        • Using Kits to Instantiate Geometry
        • Attribute Locks
      • Connecting Visualize to a Window
        • Application Window
        • Off-Screen Window
        • Stand-Alone Window
      • Database Traversal
      • Database Search
        • Search Behavior
      • User Data
    • API Conventions
      • Using Keys and Objects
      • Identifying Keys
        • Common Actions
        • Using a KeyPath
        • Determining Net Attributes
      • Database Interaction
        • Information Retrieval
        • Information Creation
        • Information Modification
      • Using Kits as Transactional Objects
      • Attribute Controls
      • Method Chaining
        • In Summary
      • Text Encoding
      • Enumerations as Parameters
        • The Concept Class
      • Multi-Threading
        • General Tips
      • Language-Specific Notes
        • Data Type Differences Between C++ and C#
        • C# “is” Equality Checks
        • Deleting Objects in C#
        • Initialization of Certain Structures in C#
        • Float Functions
        • Show Functions
        • Protected C++ Members Not Available in C#
        • Using WPF with C#
        • Rendering Fast Synchronous Updates When Using D3DImageCanvas
      • Miscellaneous Notes
        • Edges vs. Lines
        • Default Rotation Units
        • Error Handling
  • Geometry
    • Shells
      • Specifying Shells
        • Setting Normals
      • Shells With Holes
      • Editing Shells
        • Deleting Faces and Points
        • Inserting Faces and Points
      • Setting Materials at the Entity Level
      • Setting Attributes on Shells at the Sub-Entity Level
        • Face Color
        • Face Visibility
        • Setting Edge Attributes in Shells
        • Vertex Markers
        • 3D Markers
      • Creating a Shell From Other Types of Geometry
        • Limitations
      • Optimizing Shells
        • Merging Shells
      • Computing Spatial Relationships Between Shells and Points
        • Enclosure
        • Distance
        • Simple
    • Meshes
      • Setting Normals
      • Mesh Attributes
        • How to Locate an Arbitrary Face in a Mesh
    • Text
      • Finding Fonts
        • Setting Text Size
      • Notes on Specifying Text in Points
        • Multi-Line Text
        • Manipulating Text
      • Computing Text Extent
      • Setting a Text Region
        • Enabling Text Transformations
        • Alignment and Justification
        • Text Greeking
        • Text Backgrounds
      • Custom Shapes
        • Using GD&T Symbols
        • Working With Non-Latin Characters
    • Lights
      • Distant Lights
      • Spotlights
      • Camera-Relative Lights
    • Lines
      • Infinite Lines
      • Rays
      • Editing Lines
      • End Caps and Joins
        • Arrowheads
    • Curves
      • Circles
      • Circular Arcs
      • Circular Wedges
      • Ellipses
      • Elliptical Arc
    • Markers
      • Marker Size
      • Editing Markers
      • Marker Color and Visibility
      • Other Considerations When Using Markers
    • Polygons
    • Spheres
      • Notes on Sphere Sub-Entities
    • Cylinders
      • Cones
        • Notes on Cylinder Subentities
      • Polycylinders
        • Tessellation
        • Polycylinder-Polyline Side-Effect
    • NURBS
      • NURBS Curves
        • Editing Points in a NURBS Curve
        • Curve Trimming
        • Limitations
      • NURBS Surfaces
        • Surface Trimming
        • Step 1: Define the Trim Patterns
        • Step 2: Add the Line Points to a TrimElement Object
        • Step 3: Collect Your Trim Elements into an Array
        • Step 4: Initialize the TrimKit
        • Step 5: Collect All Trim Kits into an Array
        • Step 6: Apply to the NURBSSurfaceKit
    • Cutting Sections
      • Setting the Cutting Section Level
      • Guidelines for Multiple Cutting Sections
        • Extracting Cutting Plane Geometry
    • Grids
      • Radial Grids
      • Customizing the Appearance
    • Reference Geometry
  • Viewing
    • View Hierarchy
      • Step 1: Build the Four Core Objects
      • Step 2: Bind the Objects into a Hierarchy
      • Step 3: Insert the Geometry into the Model
      • Step 4: Set Attributes for Each View
        • Canvas
      • Fixed Framerate
        • Layout
      • The layer Concept
        • View
      • Rendering Mode
      • FitWorld
      • Enabling the Axis Triad and Navigation Cube
      • Customizing the Navigation Cube
    • Coordinate Systems
      • Object Space
      • World Space
      • Camera Space
      • Pixel Space
        • Computing Coordinates Across Coordinate Systems
      • Computing Coordinates During Selection Events
        • Using Matrices
    • Cameras
      • Camera Inheritance
        • Camera Components
      • Reading the Camera Components
        • The Default Camera
      • Mapping the Camera Field to the Window
      • Changing the Camera Near Plane
        • Camera Set-Up Guidelines
        • Aspect Ratio
        • Manipulating the Camera at a High-Level
      • Zoom and Dolly
      • Notes on Dolly versus Zoom
      • Orbit
      • Pan
      • Roll
        • Transform Masks
        • Other Projections
      • Oblique Orthographic
      • Oblique Perspective
      • Stretched Projections and 2D-Scenes
        • Calculating the Camera Near Plane
        • Importing Models With Very Large Transformations
      • Models Placed Far From the Origin By a Large Translation
      • Models That Contain Geometry Defined to Be Very Far Away From the Origin
      • Loading Multiple Models with Large Coordinates into the Same Scene
    • Subwindows
      • Lightweight Subwindow Features and Limitations
      • Subwindow Usage
      • Subwindow Priority
      • Model Compare Mode
    • Clip Regions
      • Complex Clip Regions
    • Animation
      • Linear Translation Example
      • Rotation Animations
      • Combining Animations
      • Other Animation Types
      • Interpolation Types
      • Animating Specific Segments
      • Other Notes
  • Portfolios
    • Portfolios Introduction
    • Definitions
    • Styles
      • Named Styles
      • Style Segments
      • Using Conditional Styles
      • Complex Conditional Styles
      • Using Multiple Styles With the Style Stack
    • Images
      • Saving a Screenshot as an Image
    • Glyphs
      • Custom Glyphs
        • Step 1: Segment Structure
        • Step 2: Set the Glyph Canvas
        • Step 3: Set the Glyph Geometry
        • Step 4: Assemble the GlyphElements into an Array
        • Step 5: Define the Glyph in a Portfolio
        • Step 6: Custom Glyph is Ready to Use
      • Images as Glyphs
    • Line Patterns
      • Step 1: Initialize the LinePatternElements
      • Step 2: Combine the LinePatternElements into an Array
      • Step 3: Set Up the LinePatternParallels
      • Step 4: Add the Parallels to the Line Pattern Itself
      • Step 5: Add Line Pattern to a Portfolio
      • Step 6: Line Pattern is Ready to Be Set On a Line
      • Using Glyphs in a Line Pattern
  • Materials
    • Materials introduction
      • MaterialKit and MaterialMappingKit
        • Defining Material Palettes
      • Using Materials
      • Overriding Internal Color
    • Material Properties
      • Color Channels
        • Diffuse Color
        • Specular Color
        • Emission
      • Transparency
      • Transparency Algorithms
        • Painters Algorithm
        • Z-Sort
        • Depth Peeling
      • Transparency Methods
        • Blended
        • Screen Door
      • Gloss
    • Textures
      • Step 1: Acquire the Image
      • Step 2: Define the Image in a Portfolio
      • Step 3: Define a Texture From the Image
      • Step 4: Assign the Portfolio to the Segment
      • Step 5: Set the Vertex Parameters
      • Step 6: Apply the Texture to the Geometry
        • Bump Mapping
        • Environment Mapping
        • Decals
    • Applying materials
      • Applying Materials at Various Levels
        • Assigning Materials at the Segment Level
        • Assigning Materials at the Geometry Level
        • Assigning Materials to Individual Faces and Vertices
        • Examples Showing How to Color Specific Faces
        • Example Showing How to Color Vertices
      • Using Textures as Materials
      • Interpolating Materials
    • Physically-based Rendering
      • PBR Base Properties
      • PBR Channels and Textures
      • PBR Highlighting
  • User Interaction
    • Standard Operators
      • Using Operators
      • Combining Operators
        • Propagation of Events
        • Adding Operators to a View
      • HandlesOperator
      • MeasurementOperator
        • Changing the Appearance of the Measurement
        • Notes About Specific Measurement Types
      • SpaceMouseOperator
    • Custom Operators
      • Step 1: Infrastructure
      • Step 2: Get the Information Provided by the HPS::MouseState.
      • Updating the Display in Response to User Input
        • Interpreting Touch-Screen Events
      • Avoid Camera Pitfalls When Working With Operators
        • Mouse Operator Example
        • Touch-Screen Operator Example
    • Selection
      • High-Level Selection Considerations
        • Algorithm
        • Selection Level
        • Proximity
        • Granularity
      • Selection By Point and Ray
        • Selection By Ray
      • Selection By Area and Volume
      • Sub-Entity Selection
      • Collision Detection
        • Proximity Value for Collision Detection
        • Using a TreeContext to Improve Performance
      • Filtering Selection Results
      • Selectability
        • Related Limit
        • Internal Limit
        • Selection Culling
        • Boolean Operations on Selection Results
      • Using a Selection Operator
    • Highlighting
      • Overlays
        • Using a Highlight Operator
        • Searching for Highlights
      • FindHighlights()
      • ShowHighlightState()
    • Overlays
      • Normal Overlay
      • Overlay With Z-Values
      • Overlay “In Place”
      • Limitations
        • Summary
  • Rendering
    • Updating the Scene
      • Update Notification
      • Controlling Updates
      • Timed Updates
    • Off-Screen Rendering
      • Rendering to an offscreen window with a transparent background
        • Accessing the Off-Screen Image Buffer
      • Making Screenshots
        • Rendering to a Texture
        • Hardcopy
      • Printing to Scale
    • Performance Considerations
      • Segment Organization
      • Display Lists
        • InPlace Overlay
      • Static Model
        • Static Model Regeneration
        • Performance Expectations
      • Culling Optimizations
        • Back Face Culling and Handedness
        • Culling Extents
        • Frustum Culling
        • Distance Culling
        • Culling Vector and Vector Tolerance
        • Volume Culling
      • Fixed Framerate
        • Utilizing Static Model With Fixed Framerate
        • Limitations
      • Highlighting Considerations
      • Testing Object Validity
    • Memory Management
      • Visualize Memory Manager
      • Relinquishing Memory
      • Handling Out-Of-Memory Conditions
        • Soft Memory Limit
        • Hard Memory Limit
        • Fatal Errors
        • Handlers for Specific Operations
  • Rendering Effects
    • Anti-Aliasing
      • Screen Anti-Aliasing Details
        • Performance Implications
      • Text Anti-Aliasing Details
        • Performance Implications for Text
      • Limitations
    • Shadows
      • Simple Shadows
      • Shadow Maps
      • Ambient Occlusion
    • Reflection Planes
      • Limitations
    • Bloom
      • Limitations of Bloom
    • Lighting Algorithms
      • Interpolation Algorithms
        • Gouraud Lighting
        • Phong Lighting
        • Flat Lighting
      • Hemispheric Ambient Lighting
      • Eye-Dome Lighting
    • Color Interpolation
      • Color Index Interpolation
      • Contour Lines
    • Hidden Surface Removal
      • 2D and Wireframe Scenes
        • Segment-Level Priority
        • Geometry-Level Priority
        • Priority for Include Segments
        • Limitations
      • 3D-Scenes
        • Z-Buffer
        • Hidden Line Removal
        • “Fake” Hidden Line Removal
        • Forcing Faces to Be Visible When Using HLR
      • Bringing 3D Objects to the Front
    • Depth of Field
    • Perimeter and Silhouette Edges
    • Custom shaders
      • Attributes
      • Shader Uniform Data
        • Passing custom data between vertex and pixel shaders
        • Structs
      • vertex_input
      • vertex_output / pixel_input
      • pixel_output
      • shared_struct
        • Uniforms
      • Common uniform
      • Vertex uniform
      • Fragment uniform
        • Utility functions
      • Compatibility macros
        • Vertex shader
        • Custom shader attribute
        • Debugging shaders
  • File I/O
    • Importing Files
      • General Import Example
        • Canceling the Import
        • Importing From a Buffer
      • Importing Other File Formats
        • Notes on Point Cloud Files
        • Notes on MTL
        • HOOPS Exchange and HOOPS Publish
      • Importing 2D Images
        • Saving Screenshots
      • Import Events
        • User Data
    • Exporting Files
      • HSF Export
        • Exporting to a Buffer
      • Export Events
        • User Data
      • HTML Export
        • Modifying the HTML Template
        • About the HOOPS Communicator Template File
        • Creating a Custom Template File
        • Look, Feel, and Functionality
        • Helpful Hints
      • Sample HTML Template
      • OBJ Export
    • Component Hierarchy
      • Using a model browser
      • Utilizing the ComponentPath
      • Managing Component Visibility
        • Limitations
      • Interacting With Highlights
      • Show/Hide/Isolate Example
      • Using Transforms With Components
      • Deinstancing Components
    • HOOPS Publish Integration
      • Prerequisites
        • Step 1: Install Publish
        • Step 2: Set up the Environment
        • Step 3: Include the Libraries In Your Project
        • Step 4: Include the Header File In Your Source (C++ Only)
      • Simple Export
        • Exporting HOOPS Exchange Data to 3D PDF
      • Complex Export
        • Setting the Export Source
        • Putting Everything Together
        • Exporting With a Template
        • Exporting a Subtree
      • Widgets
        • Links
        • Buttons
        • Tables
        • Slide Tables
      • Modifying PDF Files
      • Exportable Data
        • Other Limitations
      • Error Handling
        • Exceptions
      • Exporting to HTML
    • Exchange Integration
      • Introduction
        • Important Note for C# Programmers
        • Important Note for Android Developers
      • Prerequisites
        • Step 1: Install Exchange
        • Step 2: Set Up the Environment
        • Step 3: Include the Libraries In Your Project
        • Step 4: Include the Header File In Your Source (C++ Only)
        • Step 5: Initialize the DLLs (Optional)
      • File Loading
        • Options for File Foading
        • Importing Multiple Models
        • Configurations
      • Incremental Loading
        • Unloading Product Occurrences and Querying Load Status
        • Incremental Loading Limitations
      • Handling Views, Metadata, and Filters
        • Handling views
        • Handling Metadata
        • Activating Filters
      • Exporting Files
        • Exporting Visualize Scene Graph Data With an Exchange Model
      • Event Handling
      • Data Mapping
        • Using Type Masks
      • Keeping HOOPS Visualize Synchronized With HOOPS Exchange
        • Implementing a Copy/Paste/Cut/Move Workflow
      • Component Creation Using a Custom Importer
      • General Exchange Limitations
      • Further Reading
    • HOOPS Communicator Access
      • Required DLLs
      • Loading a Model Over a Network
      • Loading a Local Model
      • Getting a Reference to the Model
      • Supported File Types
      • Highlighting
      • MFC HCA Sandbox
      • Limitations
    • Parasolid
      • Prerequisites
        • Step 1: Set Up Parasolid
        • Step 2: Include Parasolid Header
        • Step 3: Set Schema Directory Location
        • Step 4: Link Against Parasolid (Optional)
      • Importing
        • Import Options
        • Importing Other File Formats Into a Parasolid Session
        • Getting a Reference to Subcomponents
        • Tessellating
      • Attaching the Parasolid Model to Your Scene Graph
      • Handling Metadata
      • Data Mapping
      • Manipulating Entities at Runtime
        • Entity Creation
        • Entity Modification
        • Entity Deletion
      • Exporting
      • Warnings and Exceptions
    • Exchange-Parasolid
      • Prerequisites
      • File Loading and Translation
        • Options for File Loading
      • Importing Multiple Models
        • Component Structure of Exchange-Parasolid Files
        • Sample Component Structure of an Exchange-Parasolid File
      • Accessing Parasolid and Exchange Data
      • Updating the Model after Parasolid Modeling Operations
      • Creating Geometry in Memory Using Parasolid and Adding It to the Scene
      • Limitations
      • Miscellaneous
      • Synchronizing Visualize and the Native Parasolid API
      • Boolean Operations
        • Defining a Custom Operator
        • Instantiating the Custom Operator
        • Retrieving the Operator From the Stack
      • Full Source for Custom Boolean Operator
        • TestBooleanOperator derived class
      • Scene Setup and Operator Instantiation
      • Operator Retrieval and Boolean Operation Execution
    • Loading Sketchup Models
      • Prerequisites
        • Step 1: Get SketchUp
        • Step 2: Include SketchUp Header
      • Import Example
      • Units
      • Supported Entities
        • Special Notes Regarding Layers
    • Loading DWG Models
      • Prerequisites
        • Step 1: Get RealDWG
        • Step 2: Include RealDWG Header
        • Step 3: Add RealDWG to Your PATH
      • Import Example
      • DWG Components
        • Working With Layers
      • The DWG CAD Model
        • Acquiring a Reference to the DWG Database
      • Metadata
      • Limitations
        • Multiline Text
        • Line Patterns Containing Glyphs and Shapes
  • Events and Exceptions
    • Event Handling
      • Event Handling System Anatomy
        • The Event Handler Object
        • The Event Dispatcher
        • Notifiers
    • Custom Events
      • Dropping Unimportant Events
        • Full Source
    • Handling Input
    • Errors and Exceptions
      • Errors
      • Exceptions
  • Out-Of-Core
    • Out-Of-Core Point Cloud Support
      • Preprocessing Data
        • Using the ooc.exe Preprocessor
      • Using the OOC API
      • Architecture Overview
      • Importing OOC Files
        • OOC Import Example
      • OOC Operators
      • Vertex Decimation/Randomization
      • Filtering
        • Step 1: Create the Filter Class
        • Step 2: Execute the Filter
      • Sample Code
  • AR / VR
    • Augmented Reality
      • HoloLens Native
      • HoloLens Remoting
        • Considerations
    • Virtual Reality
      • OpenVR
        • Prerequisites
      • The VR API
        • How to create a VR Application using the VR Class
        • Starting a VR Session
        • Initializing a VR Session
        • Interacting With VR
        • Sample Implementation
        • Tracked Devices, Controllers, and Head-Mounted display
        • Using the sample operators
      • OpenVR sandbox
      • Considerations
  • Appendix
    • Default Line Patterns
    • Default Attribute and Options
      • Attribute Locks
      • Bounding
      • Camera Control
      • Color Interpolation
      • Contour Lines
      • Culling
      • Curves
      • Cutting Sections
      • Cylinders
      • Debugging
      • Drawing Attributes
      • Edge Attributes
      • Exchange Export Options
      • Exchange Import Options
      • Exchange Model File Import Options
      • Hardcopy
      • Highlight Options
      • Hidden Line and Hidden Surface Attributes
      • Image Export
      • Lighting Attributes
      • Line Attributes
      • Marker Attributes
      • Material Mapping
      • NURBS Surfaces
      • Performance Control
      • Post-Process Effects
      • Search
      • Selectability
      • Selection Options
      • Shell Optimization
      • Shell Relation
      • Spheres
      • Spotlights
      • Stream Export
      • Sub-Windows
      • Text
      • Texture Options
      • Transform Masks
      • Transparency
      • Update Options
      • Visibility
      • Visual Effects
      • Window Options
    • Default Glyphs
    • Stroked Font
    • Geometric Dimensioning and Tolerance [GD&T] Symbols
      • Other Supported Symbols
    • 3DGS-HPS Functional Mapping
      • A
      • B
      • C
      • D
      • E
      • F
      • G
      • I
      • M
      • N
      • O
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