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WPF3D Lighting and Shading

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
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Transparent DiffuseMaterials and Depth Sorting

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
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Cel Shading

Charles Petzold has been experimenting with cel shading on his blog at the request of Chris Cavanagh (whom has updated his 3D physics XBAP btw). Though we do use shaders internally, WPF3D's API is fixed function so you have to dig out the ol' fixed function
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Material Behavior

What Material you choose will impact your GeometryModel3D in three ways: Lighting model Depth write Blend with the back buffer The first one is straightforward since it's right in the name of the Material plus it's documented. The last two aren't obvious
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Interacting with 2D on 3D in WPF

Interacting with 2D placed on 3D is now possible in v1 of the Windows Presentation Foundation! In between shipping Vista and planning the next version of WPF, we realized that with a clever implementation it was possible to provide this feature today
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Material Color Knobs

We affectionately refer to DiffuseMaterial.Color, DiffuseMaterial.AmbientColor, SpecularMaterial.Color, and EmissiveMaterial.Color as the "color knobs." The color knobs are probably the least understood WPF3D feature because they were one of the last
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