Ab3d.DXEngine hotfix published

by abenedik 22. December 2017 11:02

I would like to inform you that a hotfix for Ab3d.DXEngine has been published.

This hotfix fixes a few issues that are mostly related to the DPI scale. This is the list of fixes:

  1. Fixed using actual system DPI scale in DXViewportView.
  2. Fixed using DPI scale when rendering hardware accelerated PolyLines.
  3. Improved using dpi values in RenderToBitmap method.
  4. Fixed using Attenuation values when using PointLight.



The first issue is that the DXViewportView did not use the actual system scale factor (used for high DPI monitors).

For example, when a user set system scale factor to 200% (192 DPI), then WPF scales all its elements accordingly. This means that a Rectangle with size 800 x 600 is actually rendered to 1600 x 1200 pixels. The Ab3d.DXEngine did not automatically set the dpi scale so by default the 3D scene was rendered to 800 x 600 pixels and then WPF scaled the rendered scene to 1600 x 1200 pixels.

It was possible to solve this with manually set the DpiScaleX and DpiScaleY properties on DXViewportView.

The new version improves that so that the DpiScaleX and DpiScaleY properties are automatically set from the actual system dpi values.



The second issue is also related to DPI scale settings. The problem was that the thickness of the hardware accelerated 3D polylines (introduced in the Ab3d.DXEngine 2.3) was not increased when the DPI scale was bigger than 1.

This means that on high DPI monitors the polylines (also 3D text lines) appear too thin. What is more, when simple disconnected lines and connected polylines are rendered on the same 3D scene, the thickness of the disconnected lines will be correctly increased, but the thickness of the polylines will not be increased by the dpi scale.


This problem is solved in this hotfix.



The third issue that is solved is that dpi values in RenderToBitmap method are now correctly used.



The last issue that is solved in this hotfix is that PointLight Attenuation values are now correctly used in the shader. The Attenuation values can be used to specify how the light strength is decreased with the distance from the light.


Those fixes should make the engine run well on high DPI monitors.

To conclude, I would really like to wish you a Merry Christmas, all the best in the new year and that you will create amazing applications with great 3D graphics.

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