10-28-2020, 11:48 PM
Thanks for your prompt support. This works perfectly. I used a TargetPositionCamera and simply call Camera1.FitIntoView() from the Loaded event handler.
There are two things in FitIntoView() that are not obvious from your API documentation that you might want to clarify:
(1) If you define the scene in XAML, then you cannot call FitIntoView() in the code-behind constructor. You must call it in the Loaded event handler.
(2) If you define the scene programmatically, you must call FitIntoView() after the scene has been created, i.e. don't call FitIntoView() and then add children to the Viewport.
After receiving your reply, I happened to notice your "FitIntoView" sample. I ran the sample but the "Fit Into View" button does not seem to do anything. What I would have expected to see is a large scene that I can move around by holding the left mouse button and the Ctrl button. Then when I click FitIntoView I would see the whole scene compressed in the view and not need to move it around.
Thanks again for responding so quickly.
There are two things in FitIntoView() that are not obvious from your API documentation that you might want to clarify:
(1) If you define the scene in XAML, then you cannot call FitIntoView() in the code-behind constructor. You must call it in the Loaded event handler.
(2) If you define the scene programmatically, you must call FitIntoView() after the scene has been created, i.e. don't call FitIntoView() and then add children to the Viewport.
After receiving your reply, I happened to notice your "FitIntoView" sample. I ran the sample but the "Fit Into View" button does not seem to do anything. What I would have expected to see is a large scene that I can move around by holding the left mouse button and the Ctrl button. Then when I click FitIntoView I would see the whole scene compressed in the view and not need to move it around.
Thanks again for responding so quickly.

