In WPF you can still do everything you could do in GDI+ with bitmaps. You
can create and modify bitmaps on a per pixel basis. You can easily apply
predefined fancy bitmapeffects to it. You can write your own bitmapeffects
and you have detailed control over how those bitmaps are displayed and
scaled within your vectorbased graphics. So you'll get the best of two
worlds. This way you could have your UIElement that needs to be sacalabe as
a vectorgraphic and its fancy background (a drawing of a lightning bolt
using fancy formulas and functions and whatnot) as a bitmap wich could be
prerendered in several resolutions. If you insist on calculation at runtime
and need really high performance, you might want to consider things like
ASM, DirectShow, Direct3D/HLSL and wich all can be integrated into WPF
graphics.
<Verdagon@gmail.com> wrote in message
news:1154969988.072446.46220@h48g2000cwc.googlegroups.com...
> Hey everyone. I posted this to another group but I got no responses,
> then it occurred to me that this might be a better place to ask...
>
> I've been trying for a few months to grasp the concepts,
> but I can't quite get it. How can they replace pixels with vectors?
> Doesn't that limit us to basic types of drawings?
>
> I mean, just look at a game like Warcraft 3. They can draw a lightning
> bolt with their fancy formulas and functions and whatnot, because they
> can do it pixel by pixel. But there is no way they will ever be able to
> do that with... vectors. And look at Windows Media Player, and all
> those fancy effects they have when a song is playing. There is no way
> in the world that they could EVER do that with vectors!
>
>
> Why did they take away the options to use just drawing pixels? Why
> didn't they leave it as an option?
>
>
> ...is there a way around this? Is there a way to draw with pixels,
> instead of vectors?
>
>
> Thanks for your time,
>
>
> - E
>