Holance

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Probably you can just bind the `Viewport3DX.Camera` to a camera in view model?

I am not able to reproduce the issue. Also notice your camera `NearPlaneDistance` and `FarPlaneDistance` are way too big. I wonder whether the viewport from your screenshot is actually the...

The screenshot is definitely coming from Viewpor3D. Only Viewport3D camera information shows which type of camera it is using. Viewport3DX camera info is rendered like this: ![image](https://user-images.githubusercontent.com/905577/184087597-2a449b3f-3ed9-4a46-b1af-fd956a4c07ed.png)

Move mouse over the `ViewBox` in Viewport3DX, and it should show 4 corners, and you should be able to click the corner to move the viewbox position to viewport corners....

BatchGeometry is designed to render non-dynamic (static) geometries. It creates a single geometry buffer for all batched geometries. Any geometry update will need to re-create the geometry buffer and uploads...

You can port the terrain model into sharpDX fairly easy. The wpf terrain model creates a meshgeometry3D, and you use it and create a material and assign the terrain image..

You can use a task to read the file, but still need to use UI thread to attach the loaded scene back to helixtoolkit.

It is not supported right now. Also is the ID3D11Buffer created from another device?

Do you need to do real-time buffer update in your C++ level? Also what I mean by devices is the DirectX device created in your code. I suppose your c++...

Does the ID3D11Buffer pointer change by the c++ AMP every frame? Or it is a fixed sized dynamic buffer?