History and Credits

You can find several D3DImage examples around on the web.  Here are some I know of:

  • I implemented a D3DImage package for a previous employer which targeted DirectX/D3D9 and did the usual interop dance to talk directly to DirectX.  It was horribly complicated, and we never really got all the D3D device state management issues resolved.  I’m not sure if this version ever escaped out in the wild as open source.
  • I reimplemented the above package using SlimDX, which simplified a lot of the messy interop code but still suffered from some D3D9 device state management issues.  This code was released by my employer as open source and can be found in the "D3D9" examples directory of the SlimDX distribution.
  • Some folks figured out that you can use D3D 10/11 code, not just D3D 9, and wrote some sample code showing how. A version of that code can also be found in the SlimDX distribution. It is much better code than what I had written, but isn't presented very well as a standalone WPF control for general users.

This brings us to this project, SlimDXControl, which combines a decent class hierarchy and programming model with the community’s implementation of the D3DImage for DirectX 10.

I don’t know who wrote the original D3D 10 sample code – if it was you, please let me know so I can credit your work.  The WPF community and I are very grateful for your efforts.

Last edited Feb 2, 2011 at 4:57 PM by mpg, version 1


rapido Mar 19, 2011 at 2:05 AM 
Great example. I have written something for 3D texture and other objects. However, I ran into a problem of losing front buffer of D3DImage. I wonder if you have any suggestion. Thank you in advance.

Again, great sample code.