Define a 2D or 3D graphics window
Uview and Mview define the information necessary to create a graphics window. Its contents are defined by the list of input cameras. Light information is required for 3D views. The Uview object contains its own user interface defined using the AVS/Express UI kit. The Mview object requires that the application provide a window parent for the window using a user interface implementation supplied by the user.
PickCtrl - defines pick behavior
The Uview object contains a ViewUI macro which contains the components that implement the user interface for the view. The parent window in this ViewUI macro is called ViewPanel.UI.panel. When this panel is instanced in an application, it walks up the object hierarchy looking for an appropriate panel in the user interface to attach itself to. If dropped into a SingleWindowApp, the Uview's panel will connect itself to SingleWindowApp.UI.Windows.IUI.panel. You can change this connection manually by changing the Uview's subobject ViewUI.ViewPanel.UI.panel.parent_ref to point to the parent window of your choice.
View
PickCtrl // - picking behavior
VirtPal // - virtual palette information
FieldOutput // - output buffer and z-buffer info
View // - view attributes
ViewUI // - (Uview only) window user interface
ViewPanel // - AUpanel contains ViewFrame
ViewFrame // - UIframe displays window border
ViewWindow // - UIrenderView contains view window
ViewEvents // - UImouseEvents mouse interaction
PickInteractor // - UIonePoint picking mouse interaction
List of cameras. Each camera defines the viewport and contains a list of objects (either 2D or 3D) to be displayed in the scene.
Connection to a GDlight_info struct containing the light information for the scene. This information is not required for 2D cameras
Output framebuffer and Z buffer information. For more information about framebuffer/Z-buffer I/O, see GDview_buffers .
The view and all view attributes. This contains the UIrender_view object for the view and UI interactors for retrieving mouse events.
see the implementation of Uscene