Posted By: Adam Kinney | May 12th, 2008 @ 6:48 PM | 58,504 Views | 59 Comments
You've heard all about the improvements and new features in WPF 3.5 SP1, now its time to see the new stuff.  David Teitlebaum takes us on a tour of graphic applications that take advantage of the new and improved Effects, DirectX Interop, WriteableBitmap and more.

There is a bit of discussion in the beginning, so if you want to skip right to the demos jump to 05:45 in the video.  I'm smitten.

Looking for more than graphics? Check out the WPF 3.5 SP1 Overview video.
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aL_
aL_
Rx ftw
David Teitlebaum [MSFT] wrote:
You can use any of the three filtering methods we now expose (bilinear, nearest neighbor, and the "Fant scaler").  These are selected from the RenderOptions.BitmapScalingMode attached property, and affect the entire subgraph from which they're applied.



sweeet Smiley

also i vaguely remember you saying that there wasnt any multipass support for pixel shaders? but what about the MultipassShaderEffect Class?  is that depricated or something? or am i just wrong about the multipass stuff? Smiley i noticed that MultipassShaderEffect doesnt have a RegisterPixelShaderSamplerProperty  method or any pixelshader(s) property though.. can you elaborate on how that works? Smiley
aL_
aL_
Rx ftw

(yet) another question Smiley how about pixelshading for 3d models? is that possible somehow? since there is now a pixelshaderwrapper with constants and stuff, the step shouldnt be to long i'd imagine (but what do i know:P)

 

aL_
aL_
Rx ftw
David Teitlebaum [MSFT] wrote:
Right, the multipass shader effect class has been cut and won't be in the final builds of WPF.  If any of it is in the beta, it's just a stub.

MultiInput effects *will* be in the final release, but shouldn't be in the beta.


oh ok Smiley can you talk anythign about why it was cut? it seemed like a good idea to me Smiley but i guess the panel (or something) with an effect containg another panel with another effect works as well but it just seems a little more cumbersome to me Smiley but im sure you have another trick up your sleeve Smiley

havent found anything about multiInput so far but i figured you'd just register more DPs as sampler properties and hook them onto diffrent registers (can you do that by the way?) Smiley

aL_
aL_
Rx ftw
David Teitlebaum [MSFT] wrote:
In WPF3D we haven't yet added a mechanism to use a custom pixel shader when your 3D object is being rasterized.  The new effects are applicable to UIElements -- ie 2D.

That having been said, you could use a our new DX Interop (D3DImage) and do whatever you wanted in 3D, but I gather that's not exactly what you wanted.


ok Smiley any thing like that in the works post sp1? i guess perhaps you could apply a visual element and then try to massage the normal data into the shader with a property or something Smiley but that sounds hard Big Smile


David Teitlebaum [MSFT] wrote:
Multi-input effects didn't make it because we ran out of time in our compressed release schedule to get it implemented and tested properly before we released. 


oh, im sorry thats not what i meant Smiley i realise that the time to get stuff in the beta was limited and if you had gotten everything in, it whouldnt be a beta Smiley no i ment, why was multipass shaders cut Smiley (you awnserd this below)

David Teitlebaum [MSFT] wrote:
In the grand scheme of things we nailed the most important effect scenarios with the features we did get, so the loss of multi-pass was not a deal-breaker.


alright, thanks Smiley

Why can't you guys remember to post a link to the LOW-RES file on every video that you do? Mad

It's very irritating when downloading with BITS to have to wait on 600Mb files.

---dup---

We're just now in the early planning stages for the post-SP, so nothing has really been decided yet. Wink

aL_ wrote:

David Teitlebaum [MSFT] wrote:In WPF3D we haven't yet added a mechanism to use a custom pixel shader when your 3D object is being rasterized.  The new effects are applicable to UIElements -- ie 2D.

That having been said, you could use a our new DX Interop (D3DImage) and do whatever you wanted in 3D, but I gather that's not exactly what you wanted.


ok Smiley any thing like that in the works post sp1? i guess perhaps you could apply a visual element and then try to massage the normal data into the shader with a property or something Smiley but that sounds hard Big Smile


David Teitlebaum [MSFT] wrote:Multi-input effects didn't make it because we ran out of time in our compressed release schedule to get it implemented and tested properly before we released. 


oh, im sorry thats not what i meant Smiley i realise that the time to get stuff in the beta was limited and if you had gotten everything in, it whouldnt be a beta Smiley no i ment, why was multipass shaders cut Smiley (you awnserd this below)

David Teitlebaum [MSFT] wrote:In the grand scheme of things we nailed the most important effect scenarios with the features we did get, so the loss of multi-pass was not a deal-breaker.


alright, thanks Smiley
Multi-input effects didn't make it because we ran out of time in our compressed release schedule to get it implemented and tested properly before we released.  In the grand scheme of things we nailed the most important effect scenarios with the features we did get, so the loss of multi-pass was not a deal-breaker. Tongue Out


aL_ wrote:

David Teitlebaum [MSFT] wrote:Right, the multipass shader effect class has been cut and won't be in the final builds of WPF.  If any of it is in the beta, it's just a stub.

MultiInput effects *will* be in the final release, but shouldn't be in the beta.


oh ok Smiley can you talk anythign about why it was cut? it seemed like a good idea to me Smiley but i guess the panel (or something) with an effect containg another panel with another effect works as well but it just seems a little more cumbersome to me Smiley but im sure you have another trick up your sleeve Smiley

havent found anything about multiInput so far but i figured you'd just register more DPs as sampler properties and hook them onto diffrent registers (can you do that by the way?) Smiley

In WPF3D we haven't yet added a mechanism to use a custom pixel shader when your 3D object is being rasterized.  The new effects are applicable to UIElements -- ie 2D.

That having been said, you could use a our new DX Interop (D3DImage) and do whatever you wanted in 3D, but I gather that's not exactly what you wanted.Tongue Out

aL_ wrote:


(yet) another question Smiley how about pixelshading for 3d models? is that possible somehow? since there is now a pixelshaderwrapper with constants and stuff, the step shouldnt be to long i'd imagine (but what do i know:P)

 

Right, the multipass shader effect class has been cut and won't be in the final builds of WPF.  If any of it is in the beta, it's just a stub.

MultiInput effects *will* be in the final release, but shouldn't be in the beta.


aL_ wrote:

David Teitlebaum [MSFT] wrote: You can use any of the three filtering methods we now expose (bilinear, nearest neighbor, and the "Fant scaler").  These are selected from the RenderOptions.BitmapScalingMode attached property, and affect the entire subgraph from which they're applied.



sweeet Smiley

also i vaguely remember you saying that there wasnt any multipass support for pixel shaders? but what about the MultipassShaderEffect Class?  is that depricated or something? or am i just wrong about the multipass stuff? Smiley i noticed that MultipassShaderEffect doesnt have a RegisterPixelShaderSamplerProperty  method or any pixelshader(s) property though.. can you elaborate on how that works? Smiley
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