Best way to render text with DirectX11

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12 comments, last by satanir 9 years, 8 months ago

I am cofirm that Win 7 support D2D with D3D11 now, because I implement this feature in my engine more than a year ago.

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I am cofirm that Win 7 support D2D with D3D11 now, because I implement this feature in my engine more than a year ago.

Cool. Any performance impact vs. the sprites method?

I am cofirm that Win 7 support D2D with D3D11 now, because I implement this feature in my engine more than a year ago.

Cool. Any performance impact vs. the sprites method?

I didnt try sprite font as I thinhk this is unacceptable in 2014. But I cant see any performance problems.

Well, after trying D2D, I like sprites better, mainly due to design issues caused by the D2D approach:

  • For each 3D render-target I want to render text into, I need a matching a D2D render target. Need to track this dependencies. Also, when do we create the D2D RT - on use? on create? When do we destroy?
  • This also complicates some events - device lost, window resize, etc.
  • To create/destroy those D2D RTs, I need a wrapper around the D2D object.

Not saying those issues can't be solved, but I think that design-wise - sprites are better, since they fit more naturally into the system.

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