Dynamically changing the CustomRenderableNode Model transformation
You are right. After the CustomRenderableNode has been rendered, changing its (or parent's) transformation does not have any effect.

The reason for this is that the transformation matrix is written into a constant buffer (used by the shaders) in ApplyMaterial step that is called before RenderAction. The matrix value is read from the CustomRenderablePrimitive object that is created by the CustomRenderableNode and added to the RenderingQueue. The problem with the current version is that the matrix value is read from the transformation only at initialization time and is not updated after that (and the CustomRenderablePrimitive is stored in a private field so you cannot change it from outside).

I have updated the code in CustomRenderableNode so that it correctly updates the transformation value. This fix will be available with the next version (cannot say when it will be released). After this fix you will be able to change the transformation on the CustomRenderableNode or on the parent SceneNodeVisual3D (or any other parent).

Until this fix is available you can use the following workaround (sample code from the updated OptimizedPointCloud sample):
if (_sceneNodeVisual3D != null)


_customRenderableNode = new CustomRenderableNode(RenderAction, _optimizedPointMesh.Bounds, _optimizedPointMesh, _pixelMaterial);

//_customRenderableNode.Transform = new Ab3d.DirectX.Transformation(Matrix.Translation(0, _counter * 2, 0));
_customRenderableNode.Name = "CustomRenderableNode_" + _counter.ToString();

// Because the _customRenderableNode can be disposed before the whole view is unloaded,
// it should not be added to the _modelDisposables but need to be disposed separately.

_sceneNodeVisual3D = new SceneNodeVisual3D(_customRenderableNode);
_sceneNodeVisual3D.Transform = new TranslateTransform3D(0, _counter * 2, 0);


As you see, you need to create a new CustomRenderableNode and a new SceneNodeVisual3D and set transformation to SceneNodeVisual3D (or to CustomRenderableNode - commented in the sample above). There is no special cost with that solution (except creating 2 new objects on the heap and some fast DXEngine update code because of adding new objects to the scene; no DirectX resources are recreated).
Andrej Benedik

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RE: Dynamically changing the CustomRenderableNode Model transformation - by abenedik - 01-23-2020, 12:53 PM

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