The best you can do is render the WPF content to a RenderTargetBitmap, which
derives from BitmapSource, and use CopyPixels to read the result. Note that
everything in the RTB will be rendered in software and you'll be doing a
software copy, of course. There is no way for you to go from a hardware WPF
surface -> hardware D3D surface.
Jordan
"Natarius" <mw@42mediagroup.com> wrote in message
news:1170698746.053606.307510@v45g2000cwv.googlegroups.com...
> On 5 Feb., 19:03, "Natarius" <m...@42mediagroup.com> wrote:
>> hi,
>> at my development team we are also trying to get wpf to render on a
>> d3d surface...if we don't find a way we simply can't use it...that
>> would be a real pitty!
>>
>> what we curently are trying to do, is to open a wpf form in background
>> (behind our fullscreen d3d device), grab the frames rendered to the
>> desktop (via screenshot methods and/or print methods) and copy them
>> into texture buffer!
>>
>> lets see if it works...but we would prefer a cleaner solution provided
>> by the wpf api itself!
>>
>> greets
>>
>> Matthias
>>
>> ps: another idea was to steal the surface from the wpf device at low
>> level on driver/gpu basis...that would be a real hack!
>
> maybe someone here has a better idea!?
>