Mipmapping in wpf - wpf

I'm new to 'wpf' and I've come over the following problem: In my project I try to use small resolution .png as texture for a model. When I disable mipmapping in Blender (where I built the cube) the result is just what I want:
no mipmapping
But in the wpf project the blurred effect never turns off:
wpf result
Here is my code:
<Window x:Class="GCS.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="MainWindow" Height="504" Width="525" ShowInTaskbar="True">
<Grid>
<Viewport3D Name="myViewport"
xmlns="http://schemas.microsoft.com/netfx/2007/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">
<Viewport3D.Resources>
<MaterialGroup x:Key="Material">
<DiffuseMaterial>
<DiffuseMaterial.Brush>
<ImageBrush RenderOptions.BitmapScalingMode="NearestNeighbor" ViewportUnits="Absolute" ImageSource="char.png"/>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
</MaterialGroup>
</Viewport3D.Resources>
<Viewport3D.Camera>
<PerspectiveCamera Position="7.8,-11,-0.8" NearPlaneDistance="1" FarPlaneDistance="50" LookDirection="-0.4,0.9,-0.3" UpDirection="0,0,1" FieldOfView="15"/>
</Viewport3D.Camera>
<Viewport3D.Children>
<ModelVisual3D>
<ModelVisual3D.Content>
<Model3DGroup>
<GeometryModel3D Material="{StaticResource Material}">
<GeometryModel3D.Transform>
<Transform3DGroup>
<TranslateTransform3D OffsetZ="0" OffsetX="0" OffsetY="-7"/>
<ScaleTransform3D ScaleZ="1" ScaleY="1" ScaleX="1"/>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D Axis="1,0,0" Angle="92"/>
</RotateTransform3D.Rotation>
</RotateTransform3D>
<TranslateTransform3D OffsetZ="0" OffsetX="0" OffsetY="7"/>
<TranslateTransform3D OffsetZ="-6.622" OffsetX="0" OffsetY="-0.023"/>
</Transform3DGroup>
</GeometryModel3D.Transform>
<GeometryModel3D.Geometry>
<MeshGeometry3D
Normals="-1,0,0 -1,0,0 -1,0,0 -1,0,0 0,0,-1 0,0,-1 0,0,-1 0,0,-1 1,0,0 1,0,0 1,0,0 1,0,0 0,0,1 0,0,1 0,0,1 0,0,1 0,-1,0 0,-1,0 0,-1,0 0,-1,0 0,1,0 0,1,0 0,1,0 0,1,0"
Positions="-1,6,-1 -1,6,1 -1,8,1 -1,8,-1 -1,8,-1 1,8,-1 1,6,-1 -1,6,-1 1,8,-1 1,8,1 1,6,1 1,6,-1 -1,6,1 1,6,1 1,8,1 -1,8,1 -1,6,1 -1,6,-1 1,6,-1 1,6,1 1,8,1 1,8,-1 -1,8,-1 -1,8,1"
TextureCoordinates="0,0.5 0.125,0.5 0.125,0.25 0,0.25 0.5,0.25 0.375,0.25 0.375,0.5 0.5,0.5 0.375,0.25 0.25,0.25 0.25,0.5 0.375,0.5 0.125,0.5 0.25,0.5 0.25,0.25 0.125,0.25 0.375,0.25 0.375,0 0.25,0 0.25,0.25 0.25,0.25 0.25,0 0.125,0 0.125,0.25"
TriangleIndices="0 1 2 0 2 3 4 5 6 4 6 7 8 9 10 8 10 11 12 13 14 12 14 15 16 17 18 16 18 19 20 21 22 20 22 23"/>
</GeometryModel3D.Geometry>
</GeometryModel3D>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<AmbientLight Color="#ffffff"/>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D.Children>
</Viewport3D>
</Grid>
I've done a lot of search on the Internet and tried many approaches: enforced software rendering, used DrawingBrush instead of ImageBrush but the result is the same. Is there any way to overcome such rendering?

Try the following approach using VisualBrush - it produces clear, aliased texturing:
<DiffuseMaterial x:Key="Material">
<DiffuseMaterial.Brush>
<VisualBrush RenderOptions.CachingHint="Cache">
<VisualBrush.Visual>
<Image Source="char.png" RenderOptions.BitmapScalingMode="NearestNeighbor" />
</VisualBrush.Visual>
</VisualBrush>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
</Grid.Resources>
<Viewport3D Name="myViewport">
<Viewport3D.Camera>
<PerspectiveCamera Position="0 0.5 1.5" LookDirection="0 0 -1"
UpDirection="0 1 0" FieldOfView="120" />
</Viewport3D.Camera>
<Viewport3D.Children>
<ModelVisual3D>
<ModelVisual3D.Content>
<GeometryModel3D Material="{StaticResource Material}">
<GeometryModel3D.Geometry>
<MeshGeometry3D
Positions="0 0 0, 0 1 0, 1 0 0, 1 1 0"
TriangleIndices="0 2 3, 0 3 1"
TextureCoordinates="0 1, 0 0, 1 1, 1 0" />
</GeometryModel3D.Geometry>
</GeometryModel3D>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<AmbientLight Color="#ffffff"/>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D.Children>
</Viewport3D>
</Grid>

Related

Colour an RGB cube

I want to colour the six sides of a cube with the right colours, for example like this:
How could I do this?
I have the following XAML code:
<Grid>
<Viewport3D Name="viewport3D1">
<Viewport3D.Camera>
<PerspectiveCamera x:Name="camMain" Position="6 5 4"
LookDirection="-6 -5 -4">
</PerspectiveCamera>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight x:Name="dirLightMain" Direction="-1,-1,-1">
</DirectionalLight>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D x:Name="MyModel">
<ModelVisual3D.Content>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D x:Name="meshMain"
Positions="0 0 0 1 0 0 0 1 0 1 1 0 0 0 1 1 0 1 0 1 1 1 1 1"
TriangleIndices="2 3 1 2 1 0 7 1 3 7 5 1 6 5 7 6 4 5 6 2 0 2 0 4 2 7 3 2 6 7 0 1 5 0 5 4">
</MeshGeometry3D>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial x:Name="matDiffuseMain">
<DiffuseMaterial.Brush>
<LinearGradientBrush StartPoint="0,0.5"
EndPoint="1,0.5">
<GradientStop Color="Red" Offset="0.0"/>
</LinearGradientBrush>
</DiffuseMaterial.Brush>
</DiffuseMaterial>
</GeometryModel3D.Material>
</GeometryModel3D>
</ModelVisual3D.Content>
<ModelVisual3D.Transform>
<RotateTransform3D CenterX="0.5" CenterY="0.5" CenterZ="0.5">
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="rotate" Axis="1 0 0"/>
</RotateTransform3D.Rotation>
</RotateTransform3D>
</ModelVisual3D.Transform>
</ModelVisual3D>
</Viewport3D>
<Slider Height="23" HorizontalAlignment="Left"
Margin="12,12,0,0" Name="slider1"
VerticalAlignment="Top" Width="187"
Maximum="360"
Value="{Binding ElementName=rotate, Path=Angle}"
ValueChanged="slider1_ValueChanged" />
</Grid>
This can be done in XAML alone but you're going to need to split the cube out into its 6 faces and apply a different texture to each one.
The textures themselves will need to be VisualBrushes containing two linear gradient brushes, one for each axis. My answer to this question should be enough to get you going.
Secondly, if you want to apply a VisualBrush to a mesh geometry then you'll also need to specify texture coordinates, this page contains some details on how to do that.
If you still can't get this to work then post back here and I'll have a crack at it myself.
There are 2 possible solutions:
- replace geometryModel of cube on 6 geometries of planks with colorized materials
- apply image texture for cube

Moving 3D object data into separate XAML file

I have a XAML file of some view where a complex 3D model is defined. The problem is that the part defining the model is quite big, it has over 0.5 MB and it's really hard to browse through the file. Is there a way I can move e.g the Model3DGroup into another file and then include it in my main XAML file? I use a SketchUp to XAML converter which creates files with <Model3DGroup xmlns="..." xmlns:x="..."> as their roots, so I'm almost sure it can be done in a convenient way.
My current XAML file looks like this:
<UserControl x:Class="BigAtom.Views.WorkspaceView"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="clr-namespace:TestProj"
mc:Ignorable="d"
d:DesignHeight="278" d:DesignWidth="274">
<Grid x:Name="RootVisual" Background="Beige" ClipToBounds="True">
<Canvas Name="DrawingCanvas" Grid.Row="0" Grid.Column="0" Width="0" Height="0" RenderTransform="1,0,0,-1,0,0" Margin="10">
<Viewport3D Name="Object3D" Width="50" Height="50" Margin="-25,-25" ClipToBounds="False">
<Viewport3D.Camera>
<OrthographicCamera x:Name="CamMain" Position="0 60 100" LookDirection="0 -60 -100"></OrthographicCamera>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight x:Name="DirLightMain" Direction="-1,-1,-1"/>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D x:Name="MyModel">
<ModelVisual3D.Content>
<Model3DGroup>
<GeometryModel3D>
<GeometryModel3D.Geometry>
<MeshGeometry3D Positions="-5.6166 10.4050 153.1136 [very long line]" TextureCoordinates="-5.616612 -10.405044 -3.582495 [very long line]" TriangleIndices="164 17 57 [very long line]"/>
</GeometryModel3D.Geometry>
<GeometryModel3D.Material>
<DiffuseMaterial Color="White" Brush="#ffffff"/>
</GeometryModel3D.Material>
<GeometryModel3D.BackMaterial>
<DiffuseMaterial Color="White" Brush="White"/>
</GeometryModel3D.BackMaterial>
</GeometryModel3D>
</Model3DGroup>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Canvas>
</Grid>
</UserControl>
and I want to achieve something like this:
<UserControl x:Class="BigAtom.Views.WorkspaceView"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
xmlns:local="clr-namespace:TestProj"
mc:Ignorable="d"
d:DesignHeight="278" d:DesignWidth="274">
<Grid x:Name="RootVisual" Background="Beige" ClipToBounds="True">
<Canvas Name="DrawingCanvas" Grid.Row="0" Grid.Column="0" Width="0" Height="0" RenderTransform="1,0,0,-1,0,0" Margin="10">
<Viewport3D Name="Object3D" Width="50" Height="50" Margin="-25,-25" ClipToBounds="False">
<Viewport3D.Camera>
<OrthographicCamera x:Name="CamMain" Position="0 60 100" LookDirection="0 -60 -100"></OrthographicCamera>
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight x:Name="DirLightMain" Direction="-1,-1,-1"/>
</ModelVisual3D.Content>
</ModelVisual3D>
<ModelVisual3D x:Name="MyModel">
<ModelVisual3D.Content>
<Model3DGroup --- some kind of reference to the file which keeps the 3D model --- />
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Canvas>
</Grid>
</UserControl>
#edit
McGarnagle's answer is generally OK, but in my case I also have some DataTemplate defined in my UserControl.Resources. Because of this, I had to create such a structure:
<UserControl.Resources>
<ResourceDictionary>
<DataTemplate DataType="{x:Type local:SomeType}" x:Key="SomeTypeTemplate">
....
</DataTemplate>
<ResourceDictionary.MergedDictionaries>
<ResourceDictionary Source="Models.xaml" />
</ResourceDictionary.MergedDictionaries>
</ResourceDictionary>
</UserControl.Resources>
I imagine you should be able to use a resource dictionary for this. Add a file, say, "Models.xaml" with the definitions:
<ResourceDictionary xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">
<Model3DGroup x:Key="TheModelContent">
...
</Model3DGroup>
</ResourceDictionary>
Then reference the file in your UserControl, and refer to the models using the StaticResource keyword:
<UserControl>
<UserControl.Resources>
<ResourceDictionary>
<ResourceDictionary.MergedDictionaries>
<ResourceDictionary Source="Models.xaml" />
</ResourceDictionary.MergedDictionaries>
<!-- other resources here -->
</ResourceDictionary>
</UserControl.Resources>
...
<ModelVisual3D Content="{StaticResource TheModelContent}">
...
</UserControl>

Viewport3D performance on a simple mesh

I created a full-screen WPF Canvas, representing a time line. Only the visible part of the time line is composed, so (practically) no UI elements lie outside of the visible range.
I'm trying to add perspective to this time line using a Viewport3D. The result at the moment looks as follows:
You can scroll the time line left and right by dragging. Performance in the 2D version is great. However, once the canvas is placed inside a Viewport3D using Viewport2DVisual3D, performance drops drastically.
It's not like I'm rendering a complex mesh, where is this performance decrease coming from, and can I prevent it?
To give you an idea of how the 3D perspective was realized I'll add the XAML code here, unfortunately it doesn't work on its own.
<Grid Background="{StaticResource BackgroundBrush}">
<Viewport3D ClipToBounds="False">
<Viewport3D.Camera>
<PerspectiveCamera
Position="0 0 5"
LookDirection="0.4 0 -1"
UpDirection="0 1 0" />
</Viewport3D.Camera>
<ContainerUIElement3D>
<ModelUIElement3D>
<AmbientLight Color="White" />
</ModelUIElement3D>
</ContainerUIElement3D>
<Viewport2DVisual3D>
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D
TriangleIndices="0,1,2 2,3,0"
TextureCoordinates="0 0, 0 1, 1 1, 1 0">
<MeshGeometry3D.Positions>
<MultiBinding Converter="{StaticResource AspectRatioToPositions}">
<Binding ElementName="TimeLineContainer" Path="Width" />
<Binding ElementName="TimeLineContainer" Path="Height" />
</MultiBinding>
</MeshGeometry3D.Positions>
</MeshGeometry3D>
</Viewport2DVisual3D.Geometry>
<Viewport2DVisual3D.Material>
<DiffuseMaterial
Viewport2DVisual3D.IsVisualHostMaterial="True"
Brush="White" />
</Viewport2DVisual3D.Material>
<Grid
x:Name="TimeLineContainer"
Width="1650" Height="600"
ClipToBounds="True"
Background="{StaticResource TimeLineBrush}"
Behaviors:MouseBehavior.LeftClickDragCommand="ActivityOverview:ActivityOverviewWindow.MouseDragged"
MouseWheel="OnMouseWheel"
MouseMove="OnMouseMoved">
<ActivityOverview:TimeLineControl x:Name="TimeLine" Focusable="True">
<ActivityOverview:TimeLineControl.CommandBindings>
<CommandBinding
Command="ActivityOverview:ActivityOverviewWindow.MouseDragged"
Executed="MoveTimeLine" />
</ActivityOverview:TimeLineControl.CommandBindings>
</ActivityOverview:TimeLineControl>
</Grid>
</Viewport2DVisual3D>
</Viewport3D>
</Grid>
When using Viewport2DVisual3D performance can be slow when you attempt to display content that is time-consuming to render. This seemed to be the case in my example.
For this reason, you can set the CacheMode of Viewport2DVisual3D.
<Viewport2DVisual3D>
<Viewport2DVisual3D.CacheMode>
<BitmapCache />
</Viewport2DVisual3D.CacheMode>
...
</Viewport2DVisual3D>
Starting from Windows Vista, anti-aliasing is enabled by default. Disabling this also helps in improving performance. It's weird this would have a big impact with such a simple mesh (two triangles), but on my PC, it does!
<Viewport3D ClipToBounds="False" RenderOptions.EdgeMode="Aliased">
Combining these two settings, I got great improvements.
Hi guys you can use <OrthographicCamera Position="0 0 5" LookDirection="0.4 0 -1" UpDirection="0 1 0" /> . Please check my code below
<Grid Background="{StaticResource BackgroundBrush}">
<Viewport3D ClipToBounds="False">
<Viewport3D.Camera>
<OrthographicCamera
Position="0 0 5"
LookDirection="0.4 0 -1"
UpDirection="0 1 0" />
</Viewport3D.Camera>
<ContainerUIElement3D>
<ModelUIElement3D>
<AmbientLight Color="White" />
</ModelUIElement3D>
</ContainerUIElement3D>
<Viewport2DVisual3D>
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D
TriangleIndices="0,1,2 2,3,0"
TextureCoordinates="0 0, 0 1, 1 1, 1 0">
<MeshGeometry3D.Positions>
<MultiBinding Converter="{StaticResource AspectRatioToPositions}">
<Binding ElementName="TimeLineContainer" Path="Width" />
<Binding ElementName="TimeLineContainer" Path="Height" />
</MultiBinding>
</MeshGeometry3D.Positions>
</MeshGeometry3D>
</Viewport2DVisual3D.Geometry>
<Viewport2DVisual3D.Material>
<DiffuseMaterial
Viewport2DVisual3D.IsVisualHostMaterial="True"
Brush="White" />
</Viewport2DVisual3D.Material>
<Grid
x:Name="TimeLineContainer"
Width="1650" Height="600"
ClipToBounds="True"
Background="{StaticResource TimeLineBrush}"
Behaviors:MouseBehavior.LeftClickDragCommand="ActivityOverview:ActivityOverviewWindow.MouseDragged"
MouseWheel="OnMouseWheel"
MouseMove="OnMouseMoved">
<ActivityOverview:TimeLineControl x:Name="TimeLine" Focusable="True">
<ActivityOverview:TimeLineControl.CommandBindings>
<CommandBinding
Command="ActivityOverview:ActivityOverviewWindow.MouseDragged"
Executed="MoveTimeLine" />
</ActivityOverview:TimeLineControl.CommandBindings>
</ActivityOverview:TimeLineControl>
</Grid>
</Viewport2DVisual3D>
</Viewport3D>

Viewport3D ModelVisuals3D not visible when inside Canvas

If I put viewport3D inside Canvas my viewport3D is not visible anymore. If I remove Canvas then Viewport3D is visible again. What I'm doing wrong?
<Canvas Width="900" Height="524">
<Viewport3D Name="mainViewport" ClipToBounds="True" HitTestVisible="False">
<Viewport3D.Camera>
<PerspectiveCamera
FarPlaneDistance="3500"
LookDirection="0,0,1"
UpDirection="0,1,0"
NearPlaneDistance="1"
Position="0,0,0"
FieldOfView="66" />
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<AmbientLight Color="White" />
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Canvas>
I think the ViewPort3D will end up in the upper left corner of the Canvas with a Width and Height of 0 since Canvas never stretches its Children. Try to add Canvas.Left and Canvas.Top at the positioning of your choise and then add Width and Height for your Viewport3D. If you want your Viewport3D to always fill the available space then Canvas is the wrong way to go.
<Canvas Width="900" Height="524">
<Viewport3D Canvas.Left="100"
Canvas.Top="100"
Width="200"
Height="200"
Name="mainViewport"
ClipToBounds="True"
IsHitTestVisible="False">
<Viewport3D.Camera>
<PerspectiveCamera
FarPlaneDistance="3500"
LookDirection="0,0,1"
UpDirection="0,1,0"
NearPlaneDistance="1"
Position="0,0,0"
FieldOfView="66" />
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<AmbientLight Color="White" />
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Canvas>

A question about WPF. Size in Viewport3D

<Window x:Class="Viewport2DVisual3DExample.Window1"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
Title="Button on 3D"
WindowStyle="None"
Background="{x:Null}"
Foreground="{x:Null}"
AllowsTransparency="True"
>
<Viewport3D>
<Viewport3D.Camera>
<PerspectiveCamera Position="0, 0, 4"/>
</Viewport3D.Camera>
<!-- Front -->
<Viewport2DVisual3D>
<!-- Give the plane a slight rotation -->
<Viewport2DVisual3D.Transform>
<RotateTransform3D>
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="frontTransform" Angle="0" Axis="0, 1, 0" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</Viewport2DVisual3D.Transform>
<!-- The Geometry, Material, and Visual for the Viewport2DVisual3D -->
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="-1,1,0 -1,-1,0 1,-1,0 1,1,0"
TextureCoordinates="0,0 0,1 1,1 1,0" TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Viewport2DVisual3D.Material>
<DiffuseMaterial Viewport2DVisual3D.IsVisualHostMaterial="True" Brush="White"/>
</Viewport2DVisual3D.Material>
<!-- Here Here Here Here Here -->
<Image Source="i:\\tempa\\tm.png" Width="534" Height="458" />
</Viewport2DVisual3D>
<!-- Back -->
<Viewport2DVisual3D>
<!-- Give the plane a slight rotation -->
<Viewport2DVisual3D.Transform>
<RotateTransform3D >
<RotateTransform3D.Rotation>
<AxisAngleRotation3D x:Name="backTransform" Angle="180" Axis="0, 1, 0" />
</RotateTransform3D.Rotation>
</RotateTransform3D>
</Viewport2DVisual3D.Transform>
<!-- The Geometry, Material, and Visual for the Viewport2DVisual3D -->
<Viewport2DVisual3D.Geometry>
<MeshGeometry3D Positions="-1,1,0 -1,-1,0 1,-1,0 1,1,0"
TextureCoordinates="0,0 0,1 1,1 1,0" TriangleIndices="0 1 2 0 2 3"/>
</Viewport2DVisual3D.Geometry>
<Viewport2DVisual3D.Material>
<DiffuseMaterial Viewport2DVisual3D.IsVisualHostMaterial="True" Brush="White"/>
</Viewport2DVisual3D.Material>
<Button Name="btnBack">Back</Button>
</Viewport2DVisual3D>
<ModelVisual3D>
<ModelVisual3D.Content>
<DirectionalLight Color="#FFFFFFFF" Direction="0,0,-1"/>
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
I am trying to build a 2-Side window using Viewport3D. But then I had some trouble about size.
<!-- Here Here Here Here Here -->
<Image Source="i:\\tempa\\tm.png" Width="534" Height="458" />
I want this Image to be the exact same size as its source image.
Neither a specified value or "auto" would work.
How can I get what I want?
My 3d knowledge is limited and someone can probably answer this better, but in a 3d environment, the size of an object is dependent on a lot of things.. camera position,near/far plane, the size/location of the object, transforms applied to that object, viewport size, and probably other stuff I'm forgetting. The 3d engine takes all the stuff into account when rendering stuff. Setting the size of the image is just one piece of it.
Maybe try messing with the camera position or adding a scaletransform to the image.
What you are looking for is the projection matrix of the camera. That matrix transforms a 3D point into a 2D point. So by passing the 3D coordinates of the MeshGeometry3D you can find out the 2D coordinates and sizes.

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