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* WPF’s 3D support provides a substantially simpler model than DirectX. Of course this comes at some cost – 3D in WPF will never be quite as fast as using DirectX. But if you don’t need to push the graphics card to its limits and want some reasonably simple 3D models in your app, WPF makes this simple to do. WPF brings 3D scenes into a 2D world – you can place 3D models into the world of 2D layout. There’s also a degree of integration in the other direction – WPF’s 3D feature can use any of the Brush types available in the 2D world. * Even though WPF is able to exploit graphics card acceleration features designed for use in 3D, it is essentially a 2D technology. The layout mechanism deals entirely in logically rectangular entities. (Of course elements are not required to be rectangular, but they are always laid out according to their rectangular bounding box, regardless of their shape.) The composition engine that combines all the elements of the UI into a final image also operates in a two-dimensional world – it effectively draws each element in turn onto the flat surface that is the screen. The only extent to which controls, shapes, and most other framework elements understand a 3rd dimension is the ‘Z-order’ which simply determines what happens when elements overlap. (The Z order is determined by the order in which elements appear in the XAML document. The earlier an element is, the further towards the back it is.) This allows us to indicate which element should appear ‘on top’ when two elements overlap. However, it is just an ordering – the Z order does not allow us to distinguish between one object being directly behind another, and being a very long way behind another. So the coordinate system for the UI is essentially two-dimensional. In a 3D world, the X, Y, and Z position of every object is specified precisely. This means that 3D models occupy a different coordinate system from the rest of the WPF UI. This presents a problem: how do we bring these two d
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