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Teigha Multithreading High-Level API (Part 3 of 3)

This article is part of a series of articles about the Thread Pool Services interface used for multithreading.

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Teigha Publish and Basic Controls

A video article about basic controls, that may be created using Teigha Publish API.

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Teigha Multithreading High-Level API (Part 2 of 3)

This article is part of a series of articles about the Thread Pool Services interface used for multithreading.

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Teigha BIM: Faceted Topologies

There are several types of faceted topology objects in Teigha BIM. This article provides a brief comparison of the topology objects.

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Teigha Cloud: Mobile clients - implementation features

When creating a mobile client for Teigha Cloud, you can face peculiarities on different mobile platforms. This article describes some of the differences between iOS and Android platforms.

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Teigha Multithreading High-Level API (Part 1 of 3)

Teigha Kernel provides a simple and powerful high-level cross-platform API called Thread Pool Services which is used for invoking multithreading functionality inside Teigha-based applications and libraries. Thread Pool Services is provided by Teigha Kernel as a separate extension module that can be loaded on demand.

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Hosted Families in Teigha BIM

A family can be created using a family template that corresponds to the type of element that the family will create.

The template contains the information required to place the family in projects.

Most of the family templates are named according to the type of element family created from them: wall-based, ceiling-based, floor-based, roof-based, line-based, face-based.

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Creating ACIS Nurbs Surfaces using B-Rep Builder

With Teigha you can create ACIS nurbs surfaces using a B-Rep Builder interface. Currently Teigha has two B-Rep Builder implementations: one in Teigha Kernel named AcisBrepBuilder and the other in Teigha BIM named BmBrepBuilder.

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Frequently Asked: What is OdGiGeometrySimplifier and the geometry simplification levels?

The OdGiGeometrySimplifier class (in Teigha examples/extensions source code) is frequently used inside a geometry conveyor to transform Gi geometry primitives into simpler forms. For example, polygons can be simplified into a set of triangles; text can be simplified into a set of triangles and polylines, and so on. The simplification method for each kind of geometry primitive after simplification calls virtual methods for a simpler level of geometry.

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Frequently Asked: How can I solve a large coordinates problem during geometry display and graphics cache auto-regeneration?

Vectorization modules based on DirectX/OpenGL graphics APIs ("WinOpenGL.txv", "WinDirectX.txv" and "WinGLES2.txv") don’t render geometry accurately for large coordinates due to hardware limitations.

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