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Home/ Questions/Q 257927
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Editorial Team
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Editorial Team
Asked: May 11, 20262026-05-11T22:08:17+00:00 2026-05-11T22:08:17+00:00

I’m working on a new C# application using WPF. I was under the impression

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I’m working on a new C# application using WPF. I was under the impression that WPF was vector based and that text/buttons would be drawn in a resolution independent way. When running my application it’s fairly obvious that my application isn’t being drawn using vectors. Some of the text gets fairly blocky, and when using the windows magnifying glass you can see rough edges on everything.

Is there something special I need to do in my application to turn vector drawing on? Or is something wrong with my specific machine? (I’m running Windows Vista x64 with the latest graphics drivers)

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  1. Editorial Team
    Editorial Team
    2026-05-11T22:08:17+00:00Added an answer on May 11, 2026 at 10:08 pm

    The Mangifier accessibility tool in Windows Vista used to be WPF aware. If you zoomed WPF content you would see a sharp magnified version of the app – demonstrating that WPF is indeed vector based.

    Tim Sneath, a technology evanglist with Microsoft, blogged about this in 2006:

    enter image description here

    6/25/2011: Original image gone. Replaced with another image showing same effect.

    Greg Schechter answers some commenters on this blog, explaining that magnifier no longer has this trick. Magnifier would specially detect WPF applications, and know how to ask them to render themselves scaled. They removed a dependancy on WPF in magnifier. It seems that magnifier had a dependancy on something in WPF that they wanted to take away or depricate:

    Both ‘bp’ and ‘Joseph Cooney’ have
    noticed that magnification of WPF
    content using the built in OS
    Magnifier no longer does resolution
    independent zoom of content.

    That observation is correct.

    As a result of a series of changes
    that are too numerous to describe
    here, the OS magnifier is no longer
    "WPF-aware", and does bitmap scaling
    just like it does of other content.
    Although we do lose this feature, we
    believe that without the dependencies
    that enabled Magnifier to work in a
    WPF-specific way, we can be more agile
    in what we provide to WPF customers
    moving forward.

    Note that the above is only about
    out-of-process magnification. When
    you do zooming (via scaling) within
    your own WPF application, the
    rendering continues to be
    re-rasterized at the higher scale, so
    everything remains smooth in that most
    common scenario. This change is
    strictly about using the external
    magnifier.

    So the magnifier used to have it, but no longer.


    In the the Channel 9 video "Greg Schechter: Windows Presentation Foundation(WPF) Architecture", Greg Schechter talked about how Magnifier used to provide this functionality.

    Magnifier and DWM worked together. Magnifier modified the DWM scene graph to make it’s client area actually point to the desktop root of the scene graph. DWM then knew the magnifier was there and knew how to avoid that horrible "pointing a camcorder at a television showing the camcorder" effect.


    Edit: 9/7/2018. From Ian Griffiths’ answer:

    Back when Vista first shipped, and when WPF was on version 3.0,
    zooming with the built-in magnifier would actually do vector-based
    scaling.

    This stopped working when WPF 3.5 service pack 1 shipped. (It worked
    in 3.5 before sp1.) The reason it worked before then is that the DWM
    (Desktop Window Manager) – the part of Windows responsible for
    presenting everything you see on screen – uses MILCORE.DLL to do its
    rendering. Version 3.0 and 3.5 of WPF also used this same component to
    render – this meant that all WPF content was native content, so to
    speak. (In fact, on Windows XP, which doesn’t have the DWM,
    MILCORE.DLL is something that WPF puts on your system for its own
    benefit. But it’s built into Vista and Windows 7.) When WPF was using
    MILCORE.DLL to render on Vista, any effects applied by the DWM such as
    scaling would also apply in the way you want to WPF – it really did
    scale without pixelating.

    Unfortunately, this is no longer the case. And the reason is that WPF
    started adding new rendering features. In 3.5 sp1, the new feature in
    question was support for custom pixel shaders. To enable that,
    Microsoft had to release an update to the MIL. (The Media Integration
    Layer – the bit that does the actual rendering.) However, they weren’t
    really in a position to update MILCORE.DLL, because that’s part of
    Windows – it’s how everything you see on screen gets to be on screen.
    Releasing a new version of MILCORE.DLL effectively means pushing out
    an update to Windows. The release schedule for Windows is independent
    of that for .NET, and so the only way the WPF team could reasonably
    add new features was to ship a new MIL. (In theory they could have
    done it via Windows Update, but since WPF is now owned by a different
    division of Microsoft than Windows, that sort of thing doesn’t seem to
    happen in practice.)

    As of .NET 3.5 sp1, the MIL is in a different DLL called
    wpf_gfx_vXXXX.dll where vXXXX is the version number. In .NET 4.0, it’s
    wpf_gfx_v0400.dll.

    The upside is that WPF gets to add new rendering features with each
    new version, without needing Windows itself to be updated. The
    downside is that WPF’s rendering is no longer as tightly integrated
    with Windows as it was briefly back when Vista shipped. And the upshot
    is, as you’ve seen, that magnifying is not as much fun as it used to
    be.

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