07-28-2020, 03:02 PM
What you described seems to correspond with the errors I got from DebugView++ and system messages. The texture size was 1x1 and required size was ~600x250. I managed to hopefully resolve this by moving the creation of DXViewportView into UserControl.Loaded event.
What is weird is, that DXScene.IsInitialized was set to false yet the DXSceneInitialized was called nevertheless.
I am using multiple DXViewportViews and each has its own DXScene for now (the older approach, not the one in preview). I will make sure to update the views once the grid splitters will be added. Wouldn't the sizing issue be resolved if ActualHeight and ActualWidth properties from FrameworkElement were used for DXViewportView? These properties should be always available and can be accessed from SizeChanged event.
Do you have some lifecycle diagram/description of DXEngine entities and when they are executed? Like that the creation of DXViewportView is handled in Loaded event. Also SceneNodes have Update() method that should be called from CompositionTarget.Rendering and DXScene.Update(). If I wanted to execute some code before any SceneNode is updated is there an event for this (like there is the AfterUpdated event on DXScene)?
What is weird is, that DXScene.IsInitialized was set to false yet the DXSceneInitialized was called nevertheless.
I am using multiple DXViewportViews and each has its own DXScene for now (the older approach, not the one in preview). I will make sure to update the views once the grid splitters will be added. Wouldn't the sizing issue be resolved if ActualHeight and ActualWidth properties from FrameworkElement were used for DXViewportView? These properties should be always available and can be accessed from SizeChanged event.
Do you have some lifecycle diagram/description of DXEngine entities and when they are executed? Like that the creation of DXViewportView is handled in Loaded event. Also SceneNodes have Update() method that should be called from CompositionTarget.Rendering and DXScene.Update(). If I wanted to execute some code before any SceneNode is updated is there an event for this (like there is the AfterUpdated event on DXScene)?

