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Dynamic Texture on "Earth"
Robert_Smart wrote at 2014-07-02 11:58:
I've just started looking at Helix3D. It looks pretty awesome.
I was just wondering if anyone knew if it was possible or how difficult it would be to add a dynamic texture to something like the Earth demo, so as you zoomed in, you give the zoomed in region higher resolution textures? there are already a map tiling library (brutile) that can handle the fetching of the correct tiles from a mapserver, so it would just be a matter of replacing the texture with the correct resolution one in the correct place right?
Thanks,
Rob
objo wrote at 2014-07-02 13:06:
Robert_Smart wrote at 2014-07-02 15:11:
MapSUI is a great example of map streaming using brutile, so i guess it would be a similar thing to this. I would be willing to lend a hand with the mapping side of things if someone can help with the 3d side of things!
If we can get this working i can see it looking like google earth, which would be awesome.
Thanks

Transparency drawing brush problem
behnam263 wrote at 2014-08-26 13:22:
behnam263 wrote at 2014-08-27 06:01:

sharpdx TeamCity??
eonxxx wrote at 2014-04-21 23:34:
got following Problems at runtime, usoing the sharpdx Alpha package from nuget.
StackTrace:
bei HelixToolkit.Wpf.SharpDX.Viewport3DX.HelixToolkit.Wpf.SharpDX.IRenderer.Render(RenderContext context) in c:\TeamCity\buildAgent\work\4ff441572eb3435d\Source\HelixToolkit.Wpf.SharpDX\Controls\Viewport3DX.cs:Zeile 890.
and s on... any suggestions? what is TeamCity and do I Need it to run the sharpdx Alpha?
thanks for help
eonxxx wrote at 2014-04-24 08:13:
The problem was, that I didn't set the sharpdx_direct3d11_effects_x64.dll to be copied to the debug/release output folder (properties of the DLL).
Missed controls are just a side effect.

Overlay does not function when extending a template from a different project
JasonXtreme wrote at 2014-03-31 13:57:
I have two projects in a WPF solution, P1 is the main .exe assembly including the Helix3DViewport and an object that extends a base class in P2. The base class in P2 sets up an interface and contains a function that among other things sets a text overlay via Overlay.SetPosition3D and updates it on interaction. If this base class is situated in P1, the overlay works perfectly, but if the base class is moved to the other project, the overlay simply applies the text to the bottom left corner of the overlay canvas. Could there be a workaround for this, as I really need the base class to be in a class library rather than in P1?
Thank you in advance,
Jason
objo wrote at 2014-04-29 10:33:
JasonXtreme wrote at 2014-04-30 01:41:

Fix for Memory Leak on MeshElement3D
crashedapp wrote at 2011-10-08 00:13:
I noticed I was getting a memory leak when removing a control from a page that was using several SphereVisual3D objects.
I was able to find the casue.
In MeshElement3D there is an event wired up to CompositionTarget.Rendering
The event doesn't even appear to be needed so I commented it out.
The memory leak is gone.
Thanks to Ants for their great profiler and thanks to you for your great Project!
objo wrote at 2011-10-08 20:53:
thanks for pointing this out!
I removed the subscription to the CompositionTarget.Rendering event, you are right - it should not be needed.
I also improved the ScreenSpaceLines CompositionTarget.Rendering event wiring - it should now unsubscribe automatically when an element is removed from the visual tree.

UpDirection Demo problem?
Elemental wrote at 2011-09-30 08:40:
Hello,
first of all I want to thank you for this great toolkit.
I downloaded it a few months ago when I started developing WPF3D apps and it helped me a lot to understand how things have to be done.
Today I downloaded the source again, but now the UpDirection demo does not work correctly anymore.
When rotating via right mouse button and moving the to the left or right, the rotation suddenly stops and I cannot rotate any further.
Can you confirm this problem? What is wrong here?
Best Regards
objo wrote at 2011-10-02 08:19:
Thanks for the notification! This should be corrected now, see revision 70973.
objo wrote at 2011-10-02 08:25:
Sorry, I forgot the importartant changes in CameraController\RotateHandler.cs, included in revision 70974.

How to apply a Matrix3D transform for MatrixCamera to the camera?
boyweb wrote at 2011-01-08 12:44:
We're using the Helix Toolkit to develop a application, and we've just met a problem, hope it can be solved.
We have used the ARToolkit to get the transform matrix of a model, and it gives us the Matrix3D which is for MatrixCamera. However, your camera is ProjectionCamera, we can't set the Matrix3D to it.
Do you have some way to solve it?
Sorry for my poor English.
:P
objo wrote at 2011-01-10 07:59:
yes, the Helix Toolkit CameraController requires a ProjectionCamera for the transformations of the camera position. It would be interesting to include support for MatrixCameras too, but I have no solution to this right now. I guess it requires some math to find the right transformations for camera pan, rotate and zoom. I'll add it to the issue tracker!

Flights Demo - Rotate into View
crashedapp wrote at 2011-01-28 18:37:
Looking at the Flights Demo.
If I click on the model of earth - how would I go about moving the camera so it is directly looking at the point - giving the effect that the globe spun to that point etc...??
I tried view1.lookat... - it appears to just to pan.
-Great Project by the way!
private void OnMouseDown(object sender, MouseButtonEventArgs e) {
var pt = view1.FindNearestPoint(e.GetPosition(view1));
if (pt.HasValue) {//todo rotate to clicked point}
}
// Flights Demo window.xaml.cs - modify to sping glope so click point is centered in view
objo wrote at 2011-01-28 18:58:
I would like to get a Google Earth camera behaviour in that demo, but I'm not sure how to do this yet. Camera position and direction should be defined by lat, lon, altitude, heading and tilt...
The LookAt method changes the position of the camera and keeps the direction fixed.

Customizing the transform and manipulate UI elements
TsitsiIsabel wrote at 2011-11-15 23:51:
Hi.
Thanks for this awesome 3d tookit.
I'm playing around with it, and I've been trying to create a quick prototype for touch manipulation. Is there any way to customize the look-and-feel of the manipulation UI elements that come with each of the manipulators... e.g. <h:CombinedManipulator TargetTransform="{Binding Transform, ElementName =cube1}"/>.
2. Is there a way to create or apply some custom styling to these transform / manipulation arrows etc....
3. And is there a way to make the manipulators come up "on selecting" each solid. E.g. a single click does object selection and then you get the transform controls to show up after selection...
Thanks!
objo wrote at 2011-11-16 18:56:
1&2: Only a few properties on these manipulators can be styled (like length, diameter, position etc.) The CombinedManipulator can only enable/disable the different manipulator modes. Look at the implementation, it should not be difficult to start from UIElement3D and create a custom manipulator.
3: you could add the manipulator to your visual tree after selection, or detach/attach the geometry when you want it to be visible. You could also share the same manipulator with many different objects!
Good luck with the touch prototyping! It would be interesting to hear if you find some good gestures for manipulation!

Can I use SubdivisionDemo with other files???
mateovidro wrote at 2012-12-13 12:04:
Hi all, nice tool<
1.Can I use other extension (eg. Obj,. Stl) in SubdivisionDemo or need to create a specific class for each extention??
2. How can I apply the CombinedManipulator to a FileModelVisual. It's posible??
Thanks
objo wrote at 2012-12-13 23:20:
1. The LoopSubdivision class works on MeshGeometry3D objects. If you want to subdivide the meshes in the imported model you need to traverse the model graph.
2. It should be possible to apply it to the Transform. I also think you need to scale the size of the manipulator relative to the bounding box of the model.
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