I'm wondering if it is possible to create a point light in XNA without writing a custom shader (because WP7 doesn't support this) using only directional light from the basic effect.
Has anyone tried this before?
It is possible, but it will not cast shadow.
The light can be created in BasicEffect, by editing DirectionalLight# propriety.
You can also use BasicEffect.enableDefaultLightning() in order to rapidly create a light.
Related
i'm attempting to create a 3D dice control .
i'm having a hard time finding good tutorial's or source code on WPF 3D with 3D animations
preferably for Blend .
additionally are there any known tools for creating 3D templates with the corresponding triggers and animations which i could use to create a clickable interactive dice for my application .
though this question is quite general i still think it appropriate since materials on this particular subject seems to be hard to come by .
thanks in advance.
A while back i found a very good example here And also, you might want to see helix toolkit it works independent of WPF
Anyone know how to go about achieving the tilt effect you see on Windows Phone 7 tiles or on the tiles in the Kinect UI on XBOX in WPF?
Sample screenshot:
There are a number of libraries that do it for Silverlight but all rely on the PlaneProjection which isn't in WPF.
Here is a link that shows what I mean and how to do it in Silverlight. http://www.scottlogic.co.uk/blog/colin/2011/05/metro-in-motion-part-4-tilt-effect/?utm_source=Silverlight-Zone.com&utm_medium=SilverlightZone&utm_campaign=kunal2383
Thanks
Finally I created my own Tilt effect behavior for WPF, take a look to my post and tell me what you think.
I have updated it with KeepDraging Property and TiltFactor Property and the possibility to add it directly to the panel. I hope you enjoy it now
The tilt effect on WP7 relies on PlaneProjection which is exclusive to Silverlight.
There are several projects out there that have attempted to port PlaneProject to WPF but the tilt effect itself has not been ported yet.
We're doing mockups/prototyping on a MS Surface device and I wonder if anyone has succeeded in using SketchFlow for this. The problem that I see is that the code generated by the tool uses normal WPF controls (Button, etc.) instead of the contact aware surface counterparts (SurfaceButton) which means that they won't work nice on the surface unless you also use a mouse.
Additionally, it would be nice if it was possible to hook in to other gesture events to trigger sketchflow transitions. Like the pinch gestures to switch page etc.
Has anyone had any success with prototyping for Surface using Sketchflow. If so, how did you do it?
You could write a trigger or behavior that would handle the other gesture events you mention to navigate around the SketchFlow player that would be re-usable, and should enable what you are suggesting.
As for the controls, I am not very familiar with surface development, but you might also be able to create a behavior that when attached adds some sort of surface ability, like clickability to the visual object.
Happy to help if I can be of any assistance.
I know that Silverlight doesn't directly support the WPF bitmap effects, but I also know that Silverlight 3 supports HLSL shaders. Would it be relatively simple to write a bevel effect, ilke the one in WPF, and if so, can somebody recommend a good resource to learn how to do it?
Check out this thread:
http://social.msdn.microsoft.com/Forums/en-US/wpf/thread/d19828e7-560e-4733-97b4-63326be8390c/
Vote below for adding muilti-pass shaders which would make this possible.
http://dotnet.uservoice.com/forums/40583-wpf-feature-suggestions/suggestions/480961-add-gloweffect-and-multipass-shaders-
I'm in a situation that requires many animations with effects like transparency to be applied but when there are about 10 of them running, my application slows down to a grinding halt! :(
I also, tried implementing a particle like effect using a frame by frame manual animation using the CompositionTarget.Rendering event, which changed an Image's Source property at a given framerate. Again, this works fine for the first few instances of the particles on the screen, but when more and more get added I need it to stay performance wise, which is always a tough ask for any application
I was wondering if anyone has any experience using pixel shaders in WPF for animations, or perhaps custom writeablebitmap's for animations?
I basically need to palm off most of the animation processing to the GPU if possible...
Thanks for any help you can give!
Cheers,
Mark
If you want performance you should think about using XNA instead.
Then, you can add the XNA project into your WPF app