[quote user="Maury"]
I am not using the transient container ... [/quote]
First, adopt Jan's suggestion to use the TransientElementContainer.
[quote user="Maury"]
... trying to accomplish this with the drawMode passed to the dynamics callback of the primitive command. ex: Element.Redraw(drawMode); which will display the element as a transient[/quote]
It doesn't display the element as a transient. It displays the element fleetingly, which is a synonym for transiently. But DirectX immediately 'heals' the display, so the redraw is not persistent.
The TransientElementContainer lets you add an arbitrary number of elements that are subsequently transient. Transient means that the elements are never persisted to a file. Transient elements are displayed along with everything else in your active model. You can add and remove elements from the TransientElementContainer as your command progresses.
There's a technique to managing the lifetime of your TransientElementContainer. A primitive command class may come and go: you can make the TransientElementContainer a member variable of that class, which you initialise in your IPrimitiveCommandEvents.Initialize method and destroy in your IPrimitiveCommandEvents.Terminate method. If you want the transient elements displayed longer than the lifetime of your IPrimitiveCommandEvents class, then make the TransientElementContainer a member variable of, say, the UserForm that starts the primitive class.