Hello,
there is no thing like a custom viewport.
You can render a given scene (BaseDocument
) with RenderDocument()
using the hardware (OpenGL) renderer. Then you can display the resulting BaseBitmap
in the GUI somehow. That is what the material preview is doing.
One way would be to use a GeDialog
. In this case you could use a BitmapButtonCustomGui
to display a BaseBitmap
. This is something you could implement in Python.
Another way could be to add a bitmap button to the description of your object (CUSTOMDATATYPE_BITMAPBUTTON
). Such a bitmap button would display a registered icon (BITMAPBUTTON_ICONID1
). So you would have to register your bitmap as an icon using RegisterIcon(). But I haven't tried that and I don't know how well that would work.
A third solution would be to use the C++ SDK. Then you could define a custom data type which you could add to your object's parameter description. You could create a custom GUI for that data type that includes a GeUserArea
that draws the bitmap the way you want.
You find more information on parameter descriptions in these manuals:
And more information on GeDialogs and GeUserAreas in these manuals:
You find examples on how to create custom data types or custom GUI elements in C++ here:
best wishes,
Sebastian