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Missing Importing models in sharpDX-Fork
glgweeke wrote at 2014-02-26 11:45:
I would like to test the sharpDX performance with huge .3ds or .obj files. To see the
different between WPF und sharpDX.
But currently I am missing the model-importer features.
What are the future plans about this?
By,
Gregor

SpecularMaterial for OBJ Texture
cmouritsen wrote at 2014-01-29 16:12:
In my case the Specular color is white and the Specular Coefficient is 0.
Thanks again!
objo wrote at 2014-02-02 11:52:
Can you provide a small model and a screenshot how it looks in other programs?
cmouritsen wrote at 2014-02-03 17:04:
cmouritsen wrote at 2014-02-05 19:12:

Cursor Position In Viewport
jtorkelson wrote at 2014-05-30 04:39:

Performance is slow while rotating/moving the model on mouse gesture
we have added the 2000 and more object in view port and because of this our model is running slow. When we try to rotate the model , it will move very slowly..
can you suggest, how to improve the performance to running fast and easy?
Please suggest. it's very urgent
Thanks,
Niteen Patil

Extent of 3DS and LightWave importer.
Rogad wrote at 2014-02-08 20:32:
So do either the 3DS or LightWave importer also import bones/skeletons as well as the basic mesh ?
And is there any provision for animating the skeletons etc ?
Thank you.

Tool tip for Tube
object is TubeVisual3D.

load models
it_test wrote at 2013-02-05 09:06:
Can anyone provide a working code for loading one\group of models from .obj .mtl and some .jpg files and rendering them on screen? I was trying to load models, but I cannot load or apply textures, and it gets messy.
I looked at example folder, but it only loads model with no texture.
I'm probably not applying them correctly, but there might be other errors.
I think there is a problem with materials; first I load the model
model = ModelImporter.Load("filename.obj");
material = (MaterialGroup)((GeometryModel3D)model.Children[0]).Material;
then return that material: this.theMaterial = (MaterialGroup)faceNeutral.getMaterial();
where <GeometryModel3D.Material>
<MaterialGroup x:Name="theMaterial">
<DiffuseMaterial>
<DiffuseMaterial.Brush>
<LinearGradientBrush StartPoint="0,0.5" EndPoint="1,0.5">
<LinearGradientBrush.GradientStops>
<GradientStop Color="LightBlue" Offset="0" />
<GradientStop Color="LightBlue" Offset="1" />
</LinearGradientBrush.GradientStops>
</LinearGradientBrush>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
</MaterialGroup>
</GeometryModel3D.Material>
but object still renders as LightBlue.also number of times I got
//Unable to cast object of type 'System.Windows.Media.Media3D.MaterialGroup' to type 'System.Windows.Media.Media3D.DiffuseMaterial'.
thanksobjo wrote at 2013-02-10 16:43:

Orthographic Cameras
ReedCopsey wrote at 2010-05-14 21:10:
Are there plans to add support for orthographic cameras, as well as perspective cameras?
objo wrote at 2010-05-15 00:00:
Yes, orthographic cameras should be supported, but there are a few other camera features I would like to add first (zoom to extents of model, rotate around a point that is not at the center of the view). Does anyone know how to do this?
objo wrote at 2010-05-15 00:07:
I added this to the issue tracker.
ReedCopsey wrote at 2010-05-15 01:56:
objo wrote:
(zoom to extents of model, rotate around a point that is not at the center of the view). Does anyone know how to do this?
For zooming to extents, it depends on whether you're orthographic or perspective.
In orthographic, you just set the camera's width to be wide enough to encompass the bounding box.
Perspective is a bit trickier. For this, you need the radius of a bounding sphere, and the camera's field of view. Basically, you just position the camera so that its at a distance (from the bounding sphere's center):
double cameraDistanceToWorld = worldBoundsRadius / Math.Sin(camera.FieldOfView * Math.PI / 360.0d);
For rotating around a point not at center, the main issue is that you need to track the rotation point separate from the camera itself. Right now, you're not rotating around the center of the model, but rather the point defined by the end of the look vector... To rotate around an arbitrary point, you'd need to track the rotation point. That being said, I'm not sure this is a good idea - it wouldn't behave like a standard trackball at this point, but rather have some very odd behavior...
objo wrote at 2010-05-16 22:37:
Thanks for your suggestions - I was thinking to implement zoom to extents using the 2D bounding box (see Eric Sink's blog post), but I can try the bounding sphere first. I will assume the center of the bounding sphere is the current camera target point. And maybe use the Visual3D.Bounds property (which is cached), even if it will not give the minimum bounding sphere?
The rotation around a point which is not in the center of the view is a behaviour I see in Google Earth and many CAD/modelling programs - the point where you press down the mouse button is used as the center of the rotation. Maybe this needs a special camera that derives from MatrixCamera? I tried changing both Position and Direction of the ProjectionCamera at the same time, but that solution was not very stable...
ReedCopsey wrote at 2010-05-17 20:28:
I'd avoid the 2D bounding box approach, at least as specified in that post. It goes through the entire world, and requires checking every single point's location. That's going to be pretty horribly slow, especially once you add the visual transform checks to world space (his current implementation in that post won't work if you have transforms on your objects...)
You should be able to use the Visual3D.Bounds property directly. Just use the center of the bounds as the center point, and 1/2 the bounds diagonal length as a radius, and you'll get a pretty decent implementation. It might, in some cases, be zoomed out slightly more than necessary (since the minimum bounding sphere could be smaller than the bounding box), but it should be pretty decent, and it's very fast - for any size model.
objo wrote at 2010-08-05 00:56:
The CameraController and HelixView3D controls now support orthographic cameras.

FindSharpEdges problems
Trezzy wrote at 2013-01-09 14:17:
Hello,
First of all, great toolkit you have here. I was up and running in minutes.
I am having some problems with the FindSharpEdges method in MeshGeometryHelper. Even if I set the angle to 0 i get no edges returned. Is this a known issue or am I missing something?
I was hoping to achieve some sort of Wireframe looking rendering.
Br,
Trezzy

Layers in 3DS
RusGIS wrote at 2012-02-23 04:57:
Hello!
When reading the model in 3DS format, broken into layers displayed
only a single layer.
objo wrote at 2012-03-10 16:03:
The figure only shows a black rectangle. Can you provide a .3ds file with layers that we can use for testing?
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