我正在编写的 WPF 应用程序中有一些奇怪的行为。当我在相机位置上运行动画时(PerspectiveCamera.PositionProperty 上的 Point3DAnimation),我在应用程序中得到了非常糟糕的闪烁伪影。对于某些帧,3D 渲染的对象似乎消失了,并允许窗口的背景显示出来。
我在下面编写了一个非常简单的示例应用程序来演示我机器上的问题。要使用它,只需编译它并使用向上和向下箭头键来放大和缩小。这个问题在我的机器上非常可重复:每次我尝试放大或缩小时,对象在动画期间闪烁,然后在动画完成后再次变为“实心”。
我正在运行 Windows 7 32 位并使用 NVIDIA GeForce 8600GT。以下是一些有趣的细节:
1)它似乎与硬件有关。我在 WPF 论坛上发了一个帖子,一位用户回复说一切对他来说都很好。我已经请了几个朋友尝试一下,其中一位报告了与我所经历的完全相同的闪烁,而另一位则说一切看起来都很好。
2) 通过 NVIDIA 控制面板强制垂直同步和启用三重缓冲并不能解决问题。
3) 降低动画所需的 FPS 显着改善了问题。在所需的低帧速率(例如 5FPS)下,闪烁消失了……但是动画看起来很糟糕。我在下面提供的示例应用程序仅显示映射到四边形的单个图像,因此我认为这不应该是处理能力的问题!
4)问题似乎与超出可视窗口的多边形顶点直接相关。如果我将程序中的 closeDist 值设置为 4(这样即使“放大”对象仍然完全适合窗口),则不会出现闪烁。但是,当我增加 closeDist 时,一旦我达到“放大”状态的顶点超出窗口的值,就会发生闪烁。随着我增加 closeDist ,闪烁似乎越来越严重。值为 9.8(就在相机的 NearPlaneDistance 完全切断对象之前),闪烁最严重。
事不宜迟,下面是示例代码!
MainWindow.xaml:
<Window x:Class="WPFFlickerTest.MainWindow"
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
KeyDown="Window_KeyDown">
<Grid>
<Viewport3D Name="Viewport">
<Viewport3D.Camera>
<PerspectiveCamera LookDirection="0,0,1" FieldOfView="70" x:Name="viewportCam" />
</Viewport3D.Camera>
<ModelVisual3D>
<ModelVisual3D.Content>
<AmbientLight />
</ModelVisual3D.Content>
</ModelVisual3D>
</Viewport3D>
</Grid>
</Window>
MainWindow.xaml.cs:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Data;
using System.Windows.Documents;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Media.Imaging;
using System.Windows.Navigation;
using System.Windows.Shapes;
using System.Windows.Media.Media3D;
using System.Windows.Media.Animation;
namespace WPFFlickerTest
{
public partial class MainWindow : Window
{
// time the camera animation takes to complete
private const double animTime = 0.25;
// path to an image to use (assuming it's 1920x1200 or 1.6 aspect ratio)
private const string imagePath = "C:/Windows/Web/Wallpaper/Windows/img0.jpg";
// far and close camera distances
private const double closeDist = 8, farDist = 10;
// chosen to align with aspect ratio of the image
private const double halfW = 4.8, halfH = 3;
public MainWindow()
{
InitializeComponent();
Model3DGroup modelGroup = new Model3DGroup();
// set up the mesh
MeshGeometry3D mesh = new MeshGeometry3D();
mesh.Positions.Add(new Point3D(-halfW, halfH, farDist));
mesh.Positions.Add(new Point3D(halfW, halfH, farDist));
mesh.Positions.Add(new Point3D(halfW, -halfH, farDist));
mesh.Positions.Add(new Point3D(-halfW, -halfH, farDist));
// set up triangle indices
mesh.TriangleIndices = (Int32Collection)new Int32CollectionConverter().ConvertFromString(
"0,1,2 2,3,0");
// set up texture coords
mesh.TextureCoordinates = (PointCollection)new PointCollectionConverter().ConvertFromString(
"1,0 0,0 0,1 1,1");
// set up the brush
ImageBrush brush = new ImageBrush(new BitmapImage(new Uri(imagePath, UriKind.Relative)));
// create a geometry model based on the mesh and give it a material based on an image
GeometryModel3D geom = new GeometryModel3D(mesh, new DiffuseMaterial(brush));
// add the object
modelGroup.Children.Add(geom);
// we should have filled in our objects now
// so we'll just add them to the viewport
ModelVisual3D modelVisual = new ModelVisual3D();
modelVisual.Content = modelGroup;
Viewport.Children.Add(modelVisual);
}
// react to keypresses
private void Window_KeyDown(object sender, KeyEventArgs e)
{
switch (e.Key)
{
// move the camera to the centre
case Key.Down: AnimateTo(new Point3D(0, 0, 0)); break;
// move the camera to the currently targeted image
case Key.Up: AnimateTo(new Point3D(0, 0, closeDist)); break;
}
}
// animate to a given position
void AnimateTo(Point3D position)
{
Point3DAnimation camPosAnim = new Point3DAnimation(position, TimeSpan.FromSeconds(animTime));
viewportCam.BeginAnimation(PerspectiveCamera.PositionProperty, camPosAnim);
}
}
}