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  • Blog Post: How to Make Virtual Earth 3D Live Forever

    Hello all, When we announced that we're "discontinuing investment" in VE3D earlier this year, many of you expressed concern that this would mean you can't use VE3D anymore. I deal with technical issues, so let me address those. There's certainly nothing time-bomby in the code, so it'll keep right...
  • Blog Post: Hosting VE3D in native code

    Sorry for the glut of posts this week. I hadn't been able to write much, but there were still interesting topics and questions coming up and I'm trying to address that backlog now. So, without further ado: It is possible to host VE3D in a variety of contexts, and so far we've seen WinForms, WPF, and...
  • Blog Post: GraphicsProxy RenderState

    I've gotten a few questions lately about how to do some alpha effects using models, specifically MeshGraphicsObject. After you create the GraphicsObject, it has a RenderState object available on it. The fields on this object will be familiar to those experienced with DirectX, but here's a rundown of...
  • Blog Post: WMS Data

    I was having a discussion with Kurt Guenther from Infusion yesterday on the topic of WMS servers and VE3D. There is a large amount of very interesting spatial data out there served by Web Map Services , or WMS servers. VE3D is able to process this data using ConnectionParameter-based DataSources. Setting...
  • Blog Post: Manual Rendering

    Folks have really reacted to my mention of manual rendering, so I've made a sample for it. Good thing, too, because to be frank there are a few warts. On the upside, however, it is possible to work around all of them and the code required is not too scary. Get the code! In this sample, I host a...
  • Blog Post: Anisotropic Filtering

    Anisotropic has been a bit of a frustration for us because while it is very easy to do (it's really just a flag to DirectX), the compatibility issue I mentioned before made it a pain to actually get it in to the control. It's a shame we couldn't turn it on by default, but at least it's there. The effect...
  • Blog Post: New Version Released!

    Our new version has gone live. Head on over to maps.live.com and click "3D" to upgrade. This release is billed primarily as a perf and bug release because it doesn't add a lot of new features at the end-user level (though I think you will be pleased with the perf improvements), but we did have time to...
  • Blog Post: Logging

    At times it can be useful to know when and if errors are occurring in VE3D. When instructed, VE3D produces a log file that can be helpful for diagnosis. This requires editing the user.config file and adding an entry: <setting name="Logging" serializeAs="String"> <value>True</value>...
  • Blog Post: Information Pop-ups in WinForms

    We've had several questions about how to do a pop-up form in WinForms, similar to the one on the website. The website pop-up is implemented entirely within the browser, using an IFrame. Therefore, the functionality does not exist by default in the managed code alone. However, the events you need are...
  • Blog Post: Animated Textures

    In addition to using dynamic buffers to animate geometry, you can also animate the textures on geometry. This is accomplished by using BitmapProvider. A BitmapProvider at its simplest is just a wrapper for a Bitmap, which can be used as the icon for a pushpin or the data for a texture that should be...
  • Blog Post: Actors and DataSources

    In this sample, we create a DataSource, which is a class that can be used for large-scale data sets. It provides hooks into the system's spatial index, memory cache, and background data threads. Data from the DataSource will only be requested when it is in view, and will be automatically cached according...
  • Blog Post: Controlling Time

    Today we show a little of the "Time" sample. It demonstrates how to use the concepts of rendering time and world time. In any rendering or simulation engine it is important to understand the system's concepts of time. VE3D uses two time concepts. The first is "rendering time", which is a time value...
  • Blog Post: Current Samples

    Here's the newest, most whiz-bang sample set we've got right at the moment. Download The Samples! Get the Bing Maps 3D installer! For the future, whenever we update the sample set we will update this post, to save you (and us) from having to slog through out-of-date links. Updated April 9...
  • Blog Post: New Version of VE3D

    You may have noticed that we have not blogged recently, and that’s because we’ve been hard at work on the next version of Virtual Earth 3D. The new version features some rendering improvements for the general user, but the most exciting part is for devs (well, that's what we think, but we ARE devs)....
  • Blog Post: Animation

    Note: this entry references code for an older version of VE3D. The newest code samples are here . Smoothly animated objects make for a more compelling 3D world, and in this entry we'll learn about using them. In the X File entry, the model that we loaded could be rotated around a point. This is pretty...
  • Blog Post: New Intellisense Files

    Note: this entry references code for an older version of VE3D. The newest code samples are here . Some entries were missing or incomplete from the xml intellisense files in the samples zip in the first post of this blog. I've posted a zip of the new xml files , and updated the samples zip itself....
  • Blog Post: Loading a model into VE3D

    Note: this entry references code for an older version of VE3D. The newest code samples are here . Commonly the models seen in any 3D product are created using specialized software packages, exported to a file, and then loaded into the end product. Unfortunately this version of Virtual Earth 3D does...
  • Blog Post: Basic Math

    When working with things that exist on the globe, there is a fair bit of basic math that complicates your life. Let's start of with a mesh that you want to add to the Earth. We recommend that you orient your mesh so that it is facing along the Y axis, Z is up, and X is to the right, as shown with this...
  • Blog Post: Installing Plug-Ins

    Note: this entry references code for an older version of VE3D. The newest code samples are here . Some types of plug-ins feature special data or rendering, and are intended to be used with a particular website. Others are intended to enhance the experience of all websites, and run every time a user...
  • Blog Post: Creating the most basic Windows Form

    Note: this entry references code for an older version of VE3D. The newest code samples are here . The samples that can be downloaded below demonstrate creating a basic Windows Application with a VE3D control on it (SimpleForm), however, I wanted to go over the most basic steps. The sample does not...
  • Blog Post: Geometry

    The first thing that most people want to do when playing with the 3D control is add some stuff to the world. The most straightforward way to do this is via the Geometry Manager, accessible from Host.Geometry. You can modify any of the samples to contain this code, most easily in the Activate function...
  • Blog Post: Adding a Virtual Earth 3D Plug-in to your webpage

    Note: this entry references code for an older version of VE3D. The newest code samples are here . Want to try custom code for the 3D view of Virtual Earth? This is the place to find out how! What do I need? · Virtual Earth 3D installed. Navigate to maps.live.com, click the 3D button, and...
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