Learn about industry trends, news and how-tos from our product experts.


Merchandise Shop

We just launched our new online shop with devDept clothing series and accessories! You can choose from male and female t-shirts in multiple colors, unisex baseball t-shirts, gym bags and caps.    

September 05, 2019 | Share


Eyeshot 12 build 520

We are proud to announce the availability of a new Eyeshot 12 stable build: 12.0.520 In Brief This build includes bug fixing, small speed improvements and code samples refactoring. Here are a few highlights: Improved Mesh section speed using Octree Fixed realistic shadow flickering with complex sc…

August 14, 2019 | Share


Synchronous ProgressBar

In Eyeshot ProgressBar can be used only in asynchronous WorkUnits (the ones ran with model.StartWork()). In case you would like to use ProgressBar in a synchronous way, independently from WorkUnits, updating its value when needed and then calling Invalidate(), you can use this trick:   Derive Progr…

by Manuel Nucci | July 31, 2019 | Share

3D Graphics

Drawing entities above all others entities using TempEntities

It is common the need to draw an entity that will be shown above all other entities. For this task, there is not a univocal answer and there are different solutions that can be implemented based on the working context. For one of them, you can use the approach shown here. Here, we discuss the possi…

by Antonio Spagnuolo | July 05, 2019 | Share


Eyeshot 12 build 456

We are proud to announce the availability of a new Eyeshot 12 stable build: 12.0.456 In Brief This build includes mostly bug fixing. Here are a few highlights: Added the DrawingPanel user control and refactored PaperSpace source code sample Added support for hyperbola and parabola curves in STEP i…

May 31, 2019 | Share



Animation is performed only on the GPU, entities are not truly moved, vertices and bounding box don't change, collision detection doesn't work and so on. To edit entities position you can apply a transformation, but the computation is heavier and the animation slower. You can see the difference bet…

by Simone Maccaferri | April 11, 2019 | Share

3D Graphics

Create streamline-like curve

This article shows how to create streamlines using the PointCloud class. With the first approach,  you will have full control over the streamlines colors since you can set the RBG color of each the PointCloud's vertexes. With the second approach, you can choose colors by means of a Color Table. Thi…

by Antonio Spagnuolo | February 28, 2019 | Share


Native vs NativeExperimental rendering in WPF

Subscribing to CompositionTarget.Rendering is sometimes useful or even needed but should be used wisely because it forces WPF to constantly render window. For this reason, starting from Eyeshot 12, we introduced the NativeExperimental renderer to stop using this event for rendering. When I should u…

by Marcello Stagni | February 27, 2019 | Share

3D Graphics

Rendered Mesh in Wireframe display mode

The proposed solution is not natively supported and may not work in all scenarios or versions. You can have a Mesh entity displayed always as Rendered, regardless of the active display mode, by using the following class derived from Mesh: public class MyShadedMesh : Mesh { public MyShadedMes…

by Antonio Spagnuolo | February 14, 2019 | Share


Tips to open an effective ticket

When opening a ticket, your expectation is likely to receive a prompt and helpful response. We strive to provide you with high-quality support, and here are some tips to enhance your chances of receiving the best possible answer:  Ensure that the issue you're experiencing is directly related to E…

by Antonio Spagnuolo | February 12, 2019 | Share