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you can resample using the pixel shader and render it to a WriteableBitmap but as it stands you cant read that data because of security reasons, hopefully this will be sorted out sooner rather than later.
There is nothing stopping you from getting the image as a stream, decode - resample - encode - upload but this is obviously alot more ...
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Hi,
As I understand it Bitmap Caching works when the control isnt changed so you can apply transforms to it willie nillie and it wont re-render the bitmap.
With cacheVirtualization turned on the cached controls render normally and uncached render as green.
When i apply a pixel shader to the control the cached controls render as Red. ...
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I find the most limiting factor is how the data is passed to the shader.
The only way to get dynamic per control information into the pixel shader is from the Background or Fill properties.
I have done Normal Mapping with lighting on a rectangle but if I have 2 rectangles I need to load 2 pixel shaders and set the normal map (S1) to ...
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each Image Object duplicates the bitmap source. Use ImageBrush
ImageBrush ib = new ImageBrush();
ib.ImageSource = bitmapObject;
rectangle.Fill = ib;
rectangle2.Fill = ib;
etc
Now with silverlight 3 you can tile bitmaps with the PixelShader in a single Rectangle.
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When I add a button to a popup the button click event does not fire when you move the mouse between mouse down and mouse up.
So, if i press down, move the mouse a bit, mouse up the click event doesnt fire. If i dont move the mouse the click event does fire.
Can anyone explain this?
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did you get a resolution for this?
I have the same problem. Could the man who knows please comment.
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ah yes, ive done stuff like that before. Ill give that a whirl tonight. Cheers.
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i think you may be going the wrong way with this.
To start do not use the Image class. It is beyond pointless. You want to be using the ImageBrush class.
You can have 10,000 Rectangle objects and set their Fill to the same ImageBrush which will minimize memory use.
I used a TranslateTransform to move all of them about. Performance at ...
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bumpty bump bump
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get the original size of your screen.
Perhaps its 800*600.
Use a scale transform on your panel.
Get the fullscreen size e.g. 1680 * 1050.
ScaleX = 1680 / 800
ScaleY = 1050 / 600
i cant rembmer where centerX and CenterY goes but Im sure you can figure it out