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Presented by:Todd Miranda
June 04, 2009 | Duration: 28:55
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Silverlight has some great graphics capabilities. At the core of Silverlight graphics are shapes and geometries. In this video, Todd Miranda demonstrates how to use shapes and geometries to create graphics in Silverlight.
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22 Points
#1 June 05, 2009 4:47 PM
great video.. Good explantion
Thanks Todd
438 Points
#2 June 08, 2009 12:02 PM
Brilliant video. Gave a lot of insight into things I didn't notice before.
Thanks
1 Points
#3 October 14, 2009 12:25 PM
can't download this and other videos. why ?
5 Points
#4 November 24, 2009 6:15 PM
Todd, I'm aware that this video pertains to Silverlight, but I have a question related to another Microsoft development environment, XNA. I'm not sure how much you know about XNA development, but I was curious as to what method is used for rendering polygons in XNA. Typically, models and meshes will be linked to a vertex/polygon list that instructs the GPU in what order to render the polygons (the order is also important for such things as Back-Face Culling, and object removal, anyway, I don't mean to be getting this techniocal) Do you happen to know if the vertex list is broken up into Path Markup Language(i.e. M1,0L100,5) or if XNA skips the upper layer API all together and accesses the DirectX API instead? It seems to me that doing a conversion to Path Markup Language would be a waste of CPU cycles; thus, I will assume that XNA streamlines as much of the graphics rendering as possible. The main reason I ask is because I have been developing games independently for some time, and I know that the more "wrappers" we put around functions (especially between the code and the GPU (and CPU for that matter, if hardware acceleration is not utilized)) the worse the performance. If you have any insight or direction to this question, I'd appreciate the response.
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