June, 2009

  • WPF3D Team Blog

    WPF3D Lighting and Shading

    • 4 Comments
    We use the standard fixed-function Blinn-Phong model . You can read up on all of the equations here at MSDN. If you have a Tier 2 card, we actually do our lighting in a vertex shader. If you don’t have a Tier 2 card, we do the lighting on the CPU. Why...
  • WPF3D Team Blog

    What’s New in Graphics for 4.0 Beta 1

    • 10 Comments
    .NET 4.0 Beta 1 was released a few weeks ago and there’s a lot to it that you can read about elsewhere so I thought I would just stick to what’s changed for WPF graphics. These are the biggest things of note: RenderOptions.ClearTypeHint : If WPF renders...
  • WPF3D Team Blog

    Transparent DiffuseMaterials and Depth Sorting

    • 0 Comments
    I hinted at this a long time ago and then forgot to follow up, whoops! As the old post says, DiffuseMaterial writes to the depth buffer. This means if you draw one diffuse model and then draw another diffuse model behind it, the card knows not to draw...
  • WPF3D Team Blog

    3.5 SP1 Software 3D Leak Fix Available

    • 4 Comments
    In 3.5 SP1 it was really easy to leak memory when doing software 3D rendering involving a VisualBrush or DrawingBrush. We got this complaint many times online and in person. Unfortunately, there is no work around. It’s described in “Issue 2” from this...
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