Closed QuantumDeveloper closed 10 years ago
I ask only whose questions which I cant find anywhere in the Net and cant understand by myself.
For this particular issue, I gave you here and on gamedev several time the hint: Use a D3D render target to render from D2D to D3D. Do you know how to declare a D3D texture as a render target? You can't really find any resources on internet about this? With plain D3D11 it is a couple of lines, with the toolkit it is only one.
FYI, I just googled "offline render target D3D11", and the first link is on SharpDX about... [[D3D11 / DirectWrite / D2D1]] DirectDraw / DirectWrite into a Texture2D... the answer is at the bottom, he is not using the Toolkit, so it is a bit more verbose, but this is a very basic D3D setup.
So, you need to decide: or you support (at least a little) people who using your framework (good framework I need to mention) or you just leave everything as is and dont improve anything here.
The Toolkit is a bonus on top of existing DirectX APIs. But we don't provide support for it (unless you are ready to pay support).
So please, buy a D3D11 book, deep dive into msdn documentation, into their samples, at least for a couple of weeks if not months. Start from the basis, but don't try to build a house if you don't even know how to use a hammer.
Just for info. I made it and now D2D text drawing to a texture which I load from my drive.
Hello, I tried to make coop for DirectWrite with d3d by tutorials, which I found for sharpDX, but as a result I have no text rendered on backbuffer.
Here is my code for initialization:
And here is drawing code:
No text at all. What I am doing wrong here? BTW, no one answer me on this question on gamedev, so I come here to ask you. I tryied to do this as in your tutorials, but seems I missed something important, but I don`t know what exactly.