   "How to draw Text", or "can't use Direct2D with DirectX11"
  I've searched the internet for this question, but I only found very old threads, where they used 2 devices for solving this problem. But I don't really want to do that, is there another solution for that? I just want to draw some text :([Edited by - mind in a box on May 23, 2010 9:04:16 AM]
  You can use CDXUTTextHelper class.Check BasicHLSL11 demo they use that class in the demo.   ;  Damn! Yea, the samples draw text. I know that, but I didn't thought about it! :(So, the second question remains, how to use D2D with DX11?   ;  Check this out: http://msdn.microsoft.com/en-us/library/dd370990%28v=VS.85%29.aspx   ;  Oh, I know this page. But everytime I want to create the D2D-DXGI render target with DX11, I get an E_NOINTERFACE error. And the DXGI sample of direct2d is just for DirectX10.   ;  as alternative you can try using CEGUIit's updated and now supports d3d11 rendercan be use to draw text/images, pretty much free and ready to use GUI   ;  I already made my own GUI system for Direct2D because of my content browser. Would be very nice if I could use that instead :)   ;  D2D and DirectWrite only work with a D3D10 device. The only way to use it with a D3D11 device is to use a 10 device to render text to a render target, and then use DXGI synchronization to share the render target resource with the 11 device. Basically, a major PITA.   ;Quote:Migrating to Direct3D 11A replacement for ID3DX10Font can be found in DXUT or by using the new DirectWrite API.Meh! Microsoft! Please DON'T confuse me like THAT anymore!! :(That DXUT thingy isn't working for me. Just draws nothing:Creation:DialogResourceManager.OnD3D11CreateDevice( DXUTGetD3D11Device(), DXUTGetD3D11DeviceContext() ) ;TxtHelper = new CDXUTTextHelper( DXUTGetD3D11Device(), DXUTGetD3D11DeviceContext(),&DialogResourceManager,15 );Swapchain resize:DialogResourceManager.OnD3D11ResizedSwapChain( DXUTGetD3D11Device(), BackbufferDesc );TxtHelper->Begin();   TxtHelper->SetInsertionPos( 2, 2 );   TxtHelper->SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );   V(TxtHelper->DrawTextLine(L"Test!") )TxtHelper->End();Did I do somthing wrong with it?   ;  Okay, I found the problem. DXUT uses a font texture, and didn't found it.THAT ONE IS VERY UGLY! Can I get a betterone from somewhere maybe? =)   