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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…
by 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 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
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
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
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
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
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 con…
by Giulia Martini | January 08, 2019 | Share
Reading DWG/DXF
From Eyeshot 2023, two new managed classes can be used to import DWG/DXF files: ReadDWG and ReadDXF. Dealing with DWG/DXF files in Eyeshot requires several additional steps compared to other standard CAD file formats. As all professional CAD systems do, Eyeshot relies on Open Design Alliance for …
by Giulia Martini | January 08, 2019 | Share
Eyeshot file format thumbnail handler
You can extract the thumbnail icon from the Eyeshot proprietary file format with the below code Bitmap thumb = UtilityEx.ConvertBytesToImage(new ReadFile(fileName, true).GetThumbnail()); For example, you can use it to create your own shell thumbnail providers as explained in this codeproject tutori…
by Marcello Stagni | April 23, 2018 | Share
Eyeshot Proprietary File Format
Eyeshot 11 introduces a new proprietary file format that is versioned. It provides options to save geometry only, tessellation only, or both, allowing users to balance file size and loading speed according to their needs. Additionally, the file format supports entity types extension and file compre…
by Marcello Stagni | April 19, 2018 | Share