Posted By: Adam Kinney | May 12th, 2008 @ 6:48 PM | 58,505 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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This single-handedly inspired me to move from Managed DX to WPF.
rhm
rhm
Digging up a pretty old thread here because I've just been studying the whole D3DImage thing which is an awesome, but very basic facility if you have a C++ 3d engine that you want to integrate with WPF. For example if you need to write a level editor for your 3d game you can use the actual graphics engine for the game itself in a WPF shell instead of the traditional choice of having to write a separate renderer for the editor that didn't use D3D or trying to code a user interface in D3D (which as David points out in this video, doesn't seem like a major pain until you actually go to do it).

Anyway, I saw in the WPF Futures video from PDC2008 that in the future we'll be able to use XNA as an ImageSource, thus keeping the whole application managed code. Any news on when that's going to be available? Hope we don't have to wait until .NET4. Although the 3d viewport in WPF allows you to do some 3d stuff, it's kindof reminiscent of Retained Mode in old versions of DirectX, i.e. good for putting a few objects on the screen, but nothing too serious. Having a proper 3d api in managed code with a surrounding user interface in WPF would be a dream come true.

Way cool... is there code available for the demo's. I'd like to compile and run them locally.

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