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What's New in Graphics for 4.0 Beta 2

Last beta I mentioned we were saving the best for Beta 2 so thank you for waiting :) New Features The PixelShader class now accepts Pixel Shader 3.0 shaders when your hardware supports them. Important : There is no software rendering for PS 3.0. For example,
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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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What’s New in Graphics for 4.0 Beta 1

.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
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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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3.5 SP1 Software 3D Leak Fix Available

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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3D Hit Testing

How to do 3D hit testing has come up a bit recently in the forums but essentially it isn’t any different than 2D hit testing which is described on MSDN here . You can either start with a 2D point on the Viewport3D or a 3D point on a Visual3D. Starting
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Transforming Bounds

Many haven’t realized this, but we added the ability to transform between 2D and 3D Visuals back in 3.5. This is handy if you need to draw 2D content around your 3D object or if you want to know the 2D position of a 3D point without doing a hit test.
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D3DImage and Software Rendering

If the WPF render thread is doing software rendering, D3DImage will not show up. I don't think we specifically called this out in the documentation so it can come as a surprise when you first encounter it. Off the top of my head, here are times when the
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.NET 3.5 SP1 Graphics @ Channel 9

Sorry for the lack of updates, but we've been pretty busy. On what, you may ask? Our PM, David Teitlebaum, just did a video on Channel 9 showing off the new features. He starts by covering interactive 2D on 3D and improved layered window support, both
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Blender to XAML Exporter Updated

Robert Hogue has updated the Python script with a bunch of new features. See this forum post for the instructions, tutorials, and demos! -- Jordan
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.NET 3.5 has been released!

Yesterday, .NET Framework 3.5 and Visual Studio 2008 went live on MSDN. You can see what's new in both here and download them here . Since this is a graphics blog, here are the graphics-specific changes of note in 3.5: New Graphics Features UIElement3D
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Augmented Reality with WPF3D

Augmented Reality is the process of taking real world data, typically video, and enhancing it with computer graphics. Casey used WPF3D along with an AR toolkit and DirectShow to get some great results. Check out the sweet video ! -- Jordan P.S. We finally
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Blender Exporter on CodePlex - Looking for volunteers...

In July I promised to track down the Blender exporter that was lost during the GotDotNet phase out. The last version of the export script is now hosted on CodePlex ( here ). I am embarrassed that it has taken me this long to do this, and even more so
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Petzold.Media3D

Charles Petzold has posted his WPF3D library on the web. It includes sphere, cube, cylinder, torus, line, and teapot mesh generation. Buying his book 3D Programming for Windows grants you royalty-free use of the library so be sure to check it out! --
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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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