2 Questions: mesh export and adding controls

Nov 22, 2011 at 6:52 PM


     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!




Nov 23, 2011 at 6:45 AM

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!

Nov 29, 2011 at 4:32 PM

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;

Dec 3, 2011 at 12:04 PM

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.