Just in case you're interested. One way of rendering text is to use SpriteFont from the DirectX Toolkit. This uses bitmaps, and includes a tool to create bitmap fonts from truetype fonts.
There's a little disclaimer on localization, which I copy-pasted below, but it probably won't be an issue for you. If you want to check it out further the documentation is pretty good.
This implementation supports sparse fonts, so if you are localizing into languages such as Chinese, Japanese, or Korean, you can build a spritefont including only the specific characters needed by your program. This is usually a good idea for CJK languages, as a complete CJK character set is too large to fit in a Direct3D texture! (if you need full CJK support, Direct2D or DirectWrite would be a better choice). SpriteFont does not support combining characters or right-to-left (RTL) layout, so it will not work for languages with complex layout requirements such as Arabic or Thai.
PS. You might have gotten more response if you posted this in "DirectX and XNA" and tagged it with DX11 or something.