Chapter 11. Bridging the 2D and 3D Worlds

So far in this book, all of the examples that we’ve seen have been controls restricted to the flat, two-dimensional world. The main reason for this is because the vast majority of UIs presented to users are two-dimensional unless you happen to be creating a full 3D game (in which case, you might be using XNA instead of WPF). In this chapter, we explore how your application can benefit from borrowing a few concepts from 3D worlds and joining them with a 2D user interface.

3D definitely has a charm of its own and can add a lot of excitement. Let’s face it, ...

Get WPF Control Development Unleashed: Building Advanced User Experiences now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.