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The following features and capabilities are not hardware accelerated: FeatureĪll printed content is rendered using the WPF software pipeline.
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The following features and capabilities are hardware accelerated only for rendering tier 2: FeatureģD anti-aliasing is supported only on operating systems that support Windows Display Driver Model (WDDM), such as Windows Vista and Windows 7. Subpixel font rendering uses available pixel shaders on the graphics hardware. WPF performs per-vertex lighting, which means that a light intensity must be calculated at each vertex for each material applied to a mesh. While supported, avoid the use of RadialGradientBrush on large objects. MIP mapping improves the quality of texture rendering when a texture occupies a smaller field of view in a Viewport3D. WPF attempts to use MIP mapping when rendering 3D content. Anisotropic filtering refers to enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the camera. WPF attempts to use anisotropic filtering when rendering 3D content. The following features and capabilities are hardware accelerated for rendering tier 1 and rendering tier 2: Feature Number of units must greater than or equal to 4. Version level must greater than or equal to 2.0. The following table shows the differences in graphics hardware requirements for rendering tier 1 and rendering tier 2: Feature This corresponds to a DirectX version that is greater than or equal to 9.0. Graphics hardware that supports DirectX 7 or 8 is now defined as rendering tier 0.Ī rendering tier value of 1 or 2 means that most of the graphics features of WPF will use hardware acceleration if the necessary system resources are available and have not been exhausted. NET Framework 4, rendering tier 1 has been redefined to only include graphics hardware that supports DirectX 9.0 or greater. This tier's functionality corresponds to a DirectX version that is less than 9.0. At this tier level, you should assume that all graphics will be rendered by software with no hardware acceleration. Rendering Tier 0Ī rendering tier value of 0 means that there is no graphics hardware acceleration available for the application on the device.
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Your application can then take different code paths at run time depending on the rendering tier supported by the device. You use the rendering tier to determine whether the device supports certain hardware-accelerated graphics features.
The RenderCapability.Tier property allows you to retrieve the rendering tier at application run time. The DirectX version level is greater than or equal to version 9.0. Rendering Tier 2 Most graphics features use graphics hardware acceleration. Rendering Tier 1 Some graphics features use graphics hardware acceleration. The DirectX version level is less than version 9.0. All graphics features use software acceleration. Rendering Tier 0 No graphics hardware acceleration. The WPF system defines three rendering tiers:
The features of the graphics hardware determine the rendering capability of a WPF application. The degree of multitexture support is determined by the number of multitexture units on the graphics hardware. Multitexture Support Multitexture support refers to the ability to apply two or more distinct textures during a blending operation on a 3D graphics object. Vertex Shader A vertex shader is a graphics processing function that performs mathematical operations on the vertex data of the object. Depending on the resolution of the displayed graphics, there could be several million pixels that need to be processed for each display frame. Pixel Shader A pixel shader is a graphics processing function that calculates effects on a per-pixel basis. Video RAM The amount of video memory on the graphics hardware determines the size and number of buffers that can be used for compositing graphics. The features of the graphics hardware that most impact the rendering tier levels are: A rendering tier defines a level of graphics hardware capability and performance for a device that runs a WPF application.