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Member Since 21 Jun 2009
Offline Last Active Today, 03:56 AM

Posts I've Made

In Topic: Anttweakbar direction widget

Yesterday, 11:03 PM

Have you tried the axisx/axisy/axisz variable parameters?

That works, thanks. I somehow missed the varparam section in the documentation.

In Topic: Best way to render text with DirectX11

26 August 2014 - 02:39 AM

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.

In Topic: Best way to render text with DirectX11

21 August 2014 - 09:31 AM

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?

In Topic: Best way to render text with DirectX11

21 August 2014 - 12:36 AM

Yes, I'm pretty sure that the Win7 platform update added D3D11 support for D2D and DirectWrite (although I haven't personally tried doing the interop).

Great, I'll give it a try.

In Topic: So... C++14 is done :O

20 August 2014 - 10:24 AM

Am I the only one that thinks that all those new features makes C++11 look and feel completely different than C++?

Seriously, that's practicality a different language, why keep calling it C++?