Using a constant visual refinement tolerance for all entities

Eyeshot uses an adaptive visual refinement tolerance that it's constantly updated based on scene extents. As a result, the same circle added in two different time frames to the scene, could be represented with a different number of segments.

In the case you want to change this behavior, you need follow the approach below (change the 0.1 value as per your requirements): 

class MyEntityList : EntityList 
{  
   protected override double GetVisualRefinementTolerance() 
   { 
      return 0.1; 
   } 
} 
viewportLayout.Entities = new MyEntityList(); 
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4 Comments

  • 0
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    Alberto Conz

    just downloaded EyeShot 7.0 and this method doesn't work. any hint?

  • 0
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    Alberto Bencivenni

    It's currently available through nightly builds, something that only customers have access to. In addition, in most of the cases getting control over this parameter yields worst performances compared to the automatic visual refinement tolerance estimation that the component does.

  • 0
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    Alberto Conz

    thank you very. I am a customer. How can i get access to these builds?

  • 0
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    Alberto Bencivenni

    Just login into your account at www.devdept.com

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