

RHINOCEROS SUCCESS .PNG WINDOWS
I really like how DWM works with tiling windows and space priority given to more most recently used viewports. I think the viewport system is kindof old thinking. Why can’t we superimpose the command history on a viewport? Why can’t the layer window hide itself and pop out when you mouse over there? We waste a ton of space in the lower right. Personal examples: I’m on a bit of a screen real estate kick since I work remotely. My layout stays how I left it and it feels really robust and sensible. It takes only a few minutes using Unreal to say to yourself ooohhhhhh this is how panel snapping is supposed to be. Rhino’s UI is clunky and feels outdated and inflexible relative to most other software. I don’t think I’m saying anything controversial.
RHINOCEROS SUCCESS .PNG HOW TO
I don’t know how to categorize this post. It would be good for visualize that saving UserData mechanism in my brain. Moreover, I would like to know what exactly can be invoke ShouldWrite and Write methods. So, is ObjRef must needed for UserData or there is any other way to store Geometry data as UserData? I assume why my methods are not called is because of there is not ObjRef in RunCommand. Protected override RunCommand(RhinoDoc doc, mode) plug-in, so it is safe to store a refence in a static property. Rhino only creates one instance of each command class defined in a Based on other posts here, I think this should work, but it doesn’t: using System I’m attempting to create preview images of individual pieces of geometry. I know I could resort to converting the Text Entities to curves or surfaces and displaying/scaling those, however when I print they would not be selectable as text.ĭoes anyone have any idea how to display text in the pipeline at the real scale of the TextEntity I am trying to feed in? I even tried finding the ratio of zoom in the view so I could correct them by dynamically changing the scale, but this has also proved fruitless. I have tried using Draw2dText but this creates text that scales with the view, they are however relative to each other, the correct scale, but I need my text to be the correct size at all zoom levels. The TextEntities I am feeding in have heights ranging from 0.5 to 32 and yet all are the same size and scale when shown in the Pipeline. However, this method only seems to draw Text at a Height of 1 and I cannot seem to change this. This much I have achieved, DrawText takes a TextEntity and a colour. I am trying to draw text in a Display Pipeline.
