|4 Weeks Ago|
Viewport drawing methods: draw at constant size
So - I have encountered the following problem:
I am using the viewport drawing functions to draw arrows between objects in the scene to display target relations for a plguin i'm working on.
Since the gw.Polyline() and gw.marker() can not be zbuffered properly I changed my approach to use multiple gw.triangle() calls to create my arrows.
This however comes with the drawback that my shapes won't stick to a constant size on screen and disappear entirely when the user zooms out too far.
In theory, from what I found while digging through the docs, this should be solveable by multiplieing my shape defining parameters by the factor returned by:
Sadly, calling this function allways returns 1.0 for me.
I don't know wether I am using it wrong or if it's simply broken in max 2016.
I have come up with an alternate solution for this, which works but I bet there are more elegant solutions to this and I'd also like to hear about your experiences with the aforementioned function.
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