2 Questions: mesh export and adding controls

Anonymous 9 years ago 0
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ChevyCP wrote at 2011-11-22 18:52:


     First off, awesome code!  Very well done!  Using the "subdivision demo", I played with the options and found a cube I like.  I recreated it in a new project with just the options neccessary.  My question is what is the best way to export that mesh.  I'm thinking of using it as a windows resource so I can view VS design mode as well as in blend.


     My next question is what is the best way to put controls on that cube.  Basically I have an app that has different menus, but instead of boring pop-ups I want to have a cube spin around to the appropriate side.  I have this working using viewport2dvisual3d panels as in the example here:



     The difference is instead of a cube with sharp corners, I want one with round corners.  So my thinking is I use your tools to create the 3d cube I'm after and wrap my controls around it.  Any info would be much appreciated!





objo wrote at 2011-11-23 06:45:

hi ChevyCP, note that the subdivided cube is not containing texture coordinates. It could, but that has to be added into the subdivision algorithm. Sorry I have not used the Viewport2DVisual3D panels, so cannot give you any input there.

Use the XamlExporter if you want to use the subdivided cube in Blend!

ChevyCP wrote at 2011-11-29 16:32:

Thanks.  I'm giving that a try, but get the following error: "Cannot serialize a generic type 'System.Collections.Generic.List`1[System.Int32[]]'."   Here is my code where "Cube" is the name of my MeshVisual3D:

XamlExporter exporter = new XamlExporter("C:\\directory\\myExport.xaml");
exporter.CreateResourceDictionary = true;

objo wrote at 2011-12-03 12:04:

I think you can only use built-in Windows.Media.Media3D Visual3D when using the XamlExporter.

Otherwise you need to register the custom types with the XamlWriter - I have not checked this.