Re: best way to replace GDI+ code with hardware acceleration?

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My application runs on a scheduler-based physics engine, object positions
and rendering information come from polling the object collection with time
as a parameter so I'm not really 'animating', per-se.

I thought WPF was only hardware accelerated for Vista, but now that I look
at it again I see that that's not true, there is simply a problem with my
laptop's graphics chipset, Intel says it supports Pixel Shader 2.0, but
apparently users widely complain that it doesn't.

I also completely dismissed WPF as a joke the first time I saw it because of
the markup-based designer.

Anyway... thanks, you do have a point. I will look at WPF again.

Paul

"Alex Clark" <quanta@xxxxxxxxxxxxxxx> wrote in message
news:eQo5RK5OJHA.4576@xxxxxxxxxxxxxxxxxxxxxxx
To be honest, you're restricting your choices quite severely if you won't
touch WPF. Your best bet is an older DirectX or OpenGL, and I believe
there is a managed OpenGL library freely available, but there's no
guarantee your target machine will have it installed. That sort of
restricts you to DirectX 9 in that case.

Regardless, you're going to face a large degree of work rewriting your
front end to take advantage of a hardware accelerated library, so why not
just invest that time into WPF? The extra layer of abstraction means its
more likely to run without running into problems of missing libraries (a
machine either has 3.5SP1 installed or it doesn't) and I'd wager you'll
find it a good deal easier to start coding vectored XAML animations than
if you were using DirectDraw for 2D graphics.

Not to mention the skillset you learn should be future-proofed for a bit
longer and would be more broadly useful to you.


.



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