Search found 397 matches

by nickz
Fri Aug 30, 2013 3:31 am
Forum: General Issues
Topic: Drawing performance
Replies: 1
Views: 10691

Re: Drawing performance

JM, KC does not handle the Visible and Enabled windows styles. It is not aware of it directly. We believe KC is the fastest among comparable components. If you do not update the view KC does not take any processor cycles. What you are writing about happens only if you do continuous animation of many...
by nickz
Wed Aug 28, 2013 4:44 am
Forum: General Issues
Topic: Spinning an object
Replies: 7
Views: 19320

Re: Spinning an object

To copy one eye frame to another Query IFrame2 from IFrame of Eye frame of the second control and call Copy() like iFrame2_second.Copy(iFrame_first) You can also use IFrame3.GetAxis/Setaxis etc, but this should be the same I recommend creating a quick new test or modify any KC sample to try it first...
by nickz
Wed Aug 28, 2013 4:42 am
Forum: General Issues
Topic: Spinning an object
Replies: 7
Views: 19320

Re: Spinning an object

JM, What I was explaining above, particularly with the Birds Eye demo, is how to control the view point completely on low level. For example, if you need to display the other model from the opposite side synchronous on every rotate you need to copy eye frame of the left control to the eye frame of t...
by nickz
Tue Aug 27, 2013 11:55 am
Forum: General Issues
Topic: Spinning an object
Replies: 7
Views: 19320

Re: Spinning an object

Sorry, JM_ about the confusion I have mentioned Rotation only because there is Animate button. C# does not have examples with view animation. We should also remove reference to the bird's eye example. It got lost on the way few years ago as it was considered non-essential. We need to rewrite it more...
by nickz
Tue Aug 27, 2013 10:57 am
Forum: General Issues
Topic: Spinning an object
Replies: 7
Views: 19320

Re: Spinning an object

Yes these are the samples included in the KC installation. I think once you get the concept of eye frame everything should be easy. Keep in mind that there can be bugs, which can be making everything confusing. Essentially a view point is a box in 3D aligned to some axes. These axes are called the e...
by nickz
Tue Aug 27, 2013 9:12 am
Forum: General Issues
Topic: Spinning an object
Replies: 7
Views: 19320

Re: Spinning an object

Hi JM_ For spinning the viewpoints array will be probably bit cumbersome. They are designed to avoid sudden jumps in view when switching viewpoints, so they are more suitable for very short non-continuous animations. The View Point sample Sample Explorer > View > View Point or C:\Projects\KernelCAD_...
by nickz
Sun Aug 11, 2013 8:38 am
Forum: General Issues
Topic: Rotation
Replies: 2
Views: 10634

Re: Rotation

Hi Nigel It is important to clarify whether you really need to move objects around in 3D, one relative to another (=object relative to the global frame) or you just need to look at the model from different (moving) point of view. The later is animation of view. It is faster. This is what happens whe...
by nickz
Sun Aug 11, 2013 1:19 am
Forum: General Issues
Topic: KernelCAD Light
Replies: 2
Views: 10747

Re: KernelCAD Light

Hi Alfio There are several reasons. One of them is that it costs more to maintain two editions of the software. We also would like to encourage our partners to upgrade to v4.* KC 4 being free does not mean that it is worse in any sense or has less value. We have simply changed the business model. KC...
by nickz
Wed Aug 07, 2013 7:16 pm
Forum: General Issues
Topic: Saving textures with the model
Replies: 1
Views: 8768

Re: Saving textures with the model

Hi Grady Yes. To do it you need to convert vrml to glm. The textures will be embedded into the model file. The quickest way is to open the wrl file in Modeling Studio: File > Open > Select wrl in the filter. After that you save it as .glm and that is it. You can do it in the program too: Load the .w...
by nickz
Wed Aug 07, 2013 7:54 am
Forum: General Issues
Topic: STL import slow
Replies: 1
Views: 8915

Re: STL import slow

Hi Guoliang By default KernelCAD does some extra work during stl import. Particularly it checks wether the mesh has unlinked pieces so it can be separated into several objects. Also it calculates per vertex normals. The normals supplied in stl are per face and in not very high density the model look...