Hi. Im working now on rich 3d modeling application for my graduate school project. I worked with WinForm Controls + OpenTK (OpenGL), but there is a lot of limitations in WinForm GUI. So I decide to re-write entire application with custom GUI and change rendering API to SharpDX (DirectX) to support WindowsRT and Windows Phone. (Yes. I'm MS geek :) )
I have experiences of using GDI based rendering, but it seems that DirectX11 does not have 2D rendering methods (manual pixel blitz, draw rect/circle/line/point, and so on). Here is my first question, how to render efficiently 2d (point, line, rect or circle ...) geometries? (drawing 3d quad is looks inefficient in especially draw single line or rectangle with boundary lines.)
Last question is that about render multiple view(multiple camera) for single scene. For example, 3ds max and Blender, it can add more than one scene view for single scene. So you can see top, bottom, left, right view at the same time. I think that this can be implemented by using Render-to-texture technique, Make each camera and render target texture. and render to each render target texture, then draw each textures to current swapchain using quad texture rendering technique. Is this correct and most efficient way?
Thanks.
(Im very happy if there is resource or samples for 2D rendering and Multi-view rendering technique using DirectX (especially, SharpDX))