Class
Accessible
Camera.Display.Render
Syntax
uEye.Display.Render(uEye.Defines.DisplayRenderMode mode)
uEye.Display.Render(System.IntPtr windowHandle)
uEye.Display.Render(System.IntPtr windowHandle, uEye.Defines.DisplayRenderMode mode)
uEye.Display.Render(int memID, uEye.Defines.DisplayRenderMode mode)
uEye.Display.Render(int memID, System.IntPtr windowHandle)
uEye.Display.Render(int memID)
uEye.Display.Render()
uEye.Display.Render(int memID, System.IntPtr windowHandle, uEye.Defines.DisplayRenderMode mode)
Description
Using this method, you can output an image from an image memory in the specified window. For the display, Windows bitmap functionality is used. The image is displayed in the format you specified when allocating the image memory.
Allocate() defines in its parameters the color depth and display type. RGB16 and RGB15 require the same amount of memory but can be distinguished by the parameter.
Display.Render() can render Y8 and RGB formats. For displaying YUV/YCbCr formats please use DirectRenderer. |
Thread safety We recommend that you call the following method exclusively from a single thread in order to avoid unpredictable behavior of the application. •Render() |
Hint: This method only affects the display in DIB mode. It has no effect in Direct3D mode (for Direct3D see DirectRenderer). |
Parameter
memID |
ID of the image memory whose contents is to be displayed. |
windowHandle |
Output window handle |
mode |
Display mode to be set: •uEye.Defines.DisplayRenderMode.Normal: The image is rendered normally. It will be displayed in 1:1 scale as stored in the image memory. •uEye.Defines.DisplayRenderMode.FitToWindow: The image size is adjusted to fit the output window. •uEye.Defines.DisplayRenderMode.DownScale_1_2: Displays the image at 50 % of its original size. |
Options which can be linked to the mode above using logical OR: •uEye.Defines.DisplayRenderMode.PlanarColorBlue: Displays only the blue channel of planar color format. •uEye.Defines.DisplayRenderMode.PlanarColorGreen: Displays only the green channel of planar color format. •uEye.Defines.DisplayRenderMode.PlanarColorRed: Displays only the red channel of planar color format. •uEye.Defines.DisplayRenderMode.PlanarMonoBlue: Displays only the blue channel as monochrome image. •uEye.Defines.DisplayRenderMode.PlanarMonoGreen: Displays only the green channel as monochrome image. •uEye.Defines.DisplayRenderMode.PlanarMonoRed: Displays only the red channel as monochrome image. •uEye.Defines.DisplayRenderMode.MirrorUpDown: Mirrors the displayed image along the horizontal axis. •uEye.Defines.DisplayRenderMode.Rotate_90: Rotates the image clockwise 90 degrees •uEye.Defines.DisplayRenderMode.Rotate_180: Rotates the image clockwise 180 degrees •uEye.Defines.DisplayRenderMode.Rotate_270: Rotates the image clockwise 270 degrees |
Example
PictureBox pictureBox = new PictureBox();
pictureBox.Size = new System.Drawing.Size(1920,1080);
pictureBox.Location = new System.Drawing.Point(10, 10);
this.Controls.Add(pictureBox);
uEye.Defines.Status nRet = 0;
uEye.Camera hCam = new Camera();
nRet = hCam.Init(0);
nRet = hCam.Memory.Allocate();
nRet = hCam.Acquisition.Capture(uEye.Defines.DeviceParameter.Wait);
nRet = hCam.Display.Render(pictureBox.Handle,uEye.Defines.DisplayRenderMode.FitToWindow);