Avalonia Rendering and Graphics
Start with:
../../references/12-animations-transitions-and-frame-loops.md
../../references/14-custom-drawing-text-shapes-and-skia.md
../../references/15-compositor-and-custom-visuals.md
Load these as needed:
../../references/37-shapes-geometry-and-hit-testing.md
../../references/59-media-colors-brushes-and-formatted-text-practical-usage.md
../../references/61-rendering-and-interop-boundaries-opengl-vulkan-framebuffer.md
Workflow
- Prefer built-in animations and transitions before custom frame-loop logic.
- Use compositor and custom visuals only when there is a concrete interaction or performance reason.
- Keep custom drawing and geometry ownership explicit.
- Treat rendering interop as a boundary decision, not a casual extension point.
Rules
- Keep
Render overrides small and predictable.
- Separate scene description, animation timing, and platform interop concerns.
- Use advanced interop only when the built-in rendering stack is insufficient.