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Entities far from the origin: view shaking and bad precision (jittering)
When the entities are very far from the origin their appearance on screen may become very compromised, and the camera may shake badly when moving/rotating the view. Case 1: See the image below of a circle created at (1e9, 1e9, 0) with radius 200: This is due to the float precision of OpenGL that isn't enough to represent coordinates very far from the origin. To fix this issu…
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Antonio Spagnuolo |
January 29, 2019 | Share
ObjectManipulator customization
Using, for example, the Rings styleType, the default appearance of the ObjectManipulator is the following: By specifying custom meshes it's possible to change its appearance: Here the code: var orig = Mesh.CreateBox(1.6, 1.6, 1.6); orig.Translate(-0.8, -0.8, -0.8); model1.ObjectManipulator.Entities[0] = orig; var meshX = Mesh.CreateArrow(0.4, 15, 0.6, 3, 10, Mesh.natureType.Smooth); meshX.Transl…
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Antonio Spagnuolo |
January 25, 2019 | Share
Create points with a different shape
Integrated in the Shaders official code sample. Tired of squared Point entities? Here there are few tricks to build points with the shape you want. First solution: using ImageOnly (Label) An easy solution could be using an ImageOnly with a texture with transparent borders: Bitmap bmp1 = new Bitmap(@"pointImage.png"); int halfW = bmp1.Size.Width / 2; int halfH = bmp1.Size.Height…
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Matteo Librenti |
January 18, 2019 | Share
Zoom invariant / Position Invariant entity
The proposed solution is not natively supported and may not work in all scenarios and versions. Entity To create a zoom invariant entity, meaning an entity that stays the same size on screen regardless of the camera position and zoom, you can use the following mesh-derived class. class ZoomInvariantMesh : Mesh { public ZoomInvariantMesh(Mesh copy) : base(copy) { } priva…
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Matteo Librenti |
January 18, 2019 | Share
New Pricing
As of January 1st, 2019 devDept Software introduced new volume and multi-year discounts for Eyeshot Professional and Eyeshot Ultimate licenses. The detailed price list can be found here. Volume Licensing As before, each developer within an organization must obtain an individual product license, but now there are also tiered discounts when purchasing m…
January 14, 2019 | Share
Turbo Mode
In Eyeshot version 12 we introduced a simplified representation of the scene that allows smooth Zoom/Pan/Rotate dynamic movements. This simplified representation is used only during dynamic movements (between the mouse down and mouse up events) and for non-current items when an assembly component is set as current (using Design.Entities.SetCurrent() for exam…
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Alberto Bencivenni |
January 11, 2019 | Share
Transparency explained
To make the entity color semi-transparent you need simply to set its color Alpha component to a value lower than 255. The entity color depends on two factors: Color method (byEntity, byLayer, byParent) Viewport display mode (Shaded, Rendered) If you are using Rendered display mode for example, the entity color is determined by the relevant Material.Diffuse.A value wh…
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Alberto Bencivenni |
January 09, 2019 | Share
Geometry Import/Export
Import Supposing you want to import an OBJ file (all the import methods follow the same scheme) you need the ReadOBJ class. This class gives you full control over all the imported items (entities, blocks, layers, materials, etc.) before adding them to the scene. During file import, you can also control whether to read the file synchronously or asynchronously. Read from s…
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Giulia Martini |
January 08, 2019 | Share
Eyeshot 12 Beta
devDept Software is proud to announce the Eyeshot 12 Beta program. New Features Improved lighting (more vivid colors) Environments: ViewportLayout control has been replaced by Model (ex ViewportLayout), Drawings and Simulation controls. Environments are variants of the ViewportLayout control tailored for their specific scope. Drawings environment with s…
October 16, 2018 | Share
Eyeshot 11 build 796
We are proud to announce the availability of a new Eyeshot 11 stable build: 11.0.796 Highlights Improved ObjectManipulator rotation actions Added support of dimension tolerance negative value to allow plus-plus tolerances Improved linear and docked continuous progress bar animation To learn more about this update, please visit the following page.
October 08, 2018 | Share