Start Wpf binding in style not updating

Wpf binding in style not updating

Game developers clamored for more direct control of the hardware's activities than the Direct3D retained mode could provide.

For Direct X 2.0 and 3.0, the Direct3D immediate mode used an "execute buffer" programming model that Microsoft hoped hardware vendors would support directly.

Execute buffers were intended to be allocated in hardware memory and parsed by the hardware to perform the 3D rendering.

Like other Direct X APIs, such as Direct Draw, both were based on COM.

The retained mode was a scene graph API that attained little adoption.

The first version of Direct3D shipped in Direct X 2.0 (June 2, 1996) and Direct X 3.0 (September 26, 1996).

Direct3D initially implemented both "retained mode" and "immediate mode" 3D APIs.

Direct3D offers full vertex software emulation but no pixel software emulation for features not available in hardware.