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3D Graphics

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…

by Antonio Spagnuolo | January 29, 2019 | Share

3D Graphics

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 is the code: var orig = Mesh.CreateBox(1.6, 1.6, 1.6); orig.Translate(-0.8, -0.8, -0.8); design1.ObjectManipulator…

by Antonio Spagnuolo | January 25, 2019 | Share

3D Graphics

Create points with a different shape

Tired of square Point entities? Here there are a few tricks to build points with the shape you want.   First solution: using ImageOnly Label An easy solution could be using an ImageOnly label with a semi-transparent image: Bitmap bmp1 = new Bitmap(@"pointImage.png"); int halfW = bmp1.Size.Width / 2…

by Alberto Bencivenni | January 18, 2019 | Share

3D Graphics

Zoom invariant / Position Invariant entity

 Non-maintained solution 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-deriv…

by Matteo Librenti | January 18, 2019 | Share

3D Graphics

Turbo Mode

Eyeshot 2024 Update This feature has been retired in favor of the Minimum Frame Rate one. 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 (betwee…

by Alberto Bencivenni | January 11, 2019 | Share

3D Graphics

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, t…

by Alberto Bencivenni | January 09, 2019 | Share

Miscellaneous

Geometry Import/Export

ImportSupposing you want to import an OBJ file (all the import methods follow the same scheme), you need the ReadOBJ class. Before adding them to the scene, this class gives you full control over all the imported items (entities, blocks, layers, materials, etc.). During file import, you can also co…

by Giulia Martini | January 08, 2019 | Share

Miscellaneous

Eyeshot issues with Telerik controls

Issue 1: Docking control1a. Eyeshot control disappears after dock/undock (Dispose timing)When using the Eyeshot control inside a Telerik docking control, the Eyeshot control may disappear due to a Dispose call.This is a timing issue caused by the built-in animation of the ToolWindow. When a pane is…

by Marcello Stagni | October 05, 2017 | Share

Miscellaneous

Immediate mode rendering in WPF

Refers to Eyeshot 10.0.991 and greater.The 3D graphics drawing in the Eyeshot native WPF control is not as fast as the Windows Forms one. Basically, we all need to blame Microsoft and their D3DImage WPF control implementation. The main reason behind this issue is the number of additional passes tha…

by Alberto Bencivenni | April 03, 2017 | Share

Miscellaneous

Printing in raster with a given scale

To do a raster printing using a given scale, so that the (scaled) world distances correspond to the distances on paper, you need to use an orthographic camera, then call the Viewport.GetBitmapSizeToPrintInWorldUnits() and use the returned size in the Design.RenderToBitmap().   Example: // Sets an o…

by Luca Cornazzani | May 26, 2015 | Share