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#Actualjrh2365

Posted 01 March 2013 - 06:22 PM

I don't have a good resource available to explain this, but I just thought I'd let you know that Microsoft released a platform update on 2/26/2013 that makes a lot of the things in that article unnecessary. It's now possible to use D3D11 and D2D together directly, without having to create a D3D10.1 device and worry about synchronizing the resources.

 

If you've installed the update, you should be able to just create a D3D11 texture, get an IDXGISurface1 pointer from it, and then pass that to CreateDxgiSurfaceRenderTarget to create a D2D render target.


#1jrh2365

Posted 01 March 2013 - 06:12 PM

I don't have a good resource available to explain this, but I just thought I'd let you know that Microsoft released a platform update on 2/26/2013 that makes a lot of the things in that article unnecessary. It's now possible to use D3D11 and D2D together directly, without having to create a D3D10.1 device and worry about synchronizing the resources.

 

If you've installed the update, you should be able to just create a D3D11 texture, get an IDXGISURFACE1 pointer from it, and then pass that to CreateDxgiSurfaceRenderTarget to create a D2D render target.


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