   D3D11 and fonts
  Hi,I tried out the D3D11 beta, and quickly realized I couldn't draw text the way I used to. Is there any equivalent of D3DX10CreateFont, or another easy way of drawing text?I've also tried Direct2D, which works with an ID3D10Device1, but with an ID3D11Device I get an E_NOINTERFACE from CreateDxgiSurfaceRenderTarget. Does anyone know if this is a problem with my system, or just a missing feature in the beta?It seems an excellent way to draw text, if it works.Thanks,/Erik   
  Have you tried using DirectWrite?? or is that not in the beta yet??   ;  DirectWrite needs Direct2D to draw the fonts on DXGI surfaces. And since D2D is not working with D3D11, it can't be used right now.   ;  D3DX11Font may be getting dropped in support of using D2D and DWrite instead.  I know that as of the March 2009 SDK preview, there is no D3DX11Font.D2D can interop with D3D11.  I've done it myself using the March 2009 SDK, and there will be a sample for this released soon.  You'll need 2 devices --  A DX10.X device to run D2D and your normal D3D11 device.  You'll have to share a surface between the two devices in order to get the rendered text data back and forth.  The DXGI1.1 release has a KeyedMutex option for shared resources which will help synchronize which device is using the shared resource.  The documentation isn't great for this right now, but the next SDK release will add more detail to these areas.[Edited by - DieterVW on September 20, 2009 12:49:58 PM]