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<?xml-stylesheet type="text/xsl" href="http://blogs.technet.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Tom's Blog - All Comments</title><link>http://blogs.technet.com/b/thomasolsen/</link><description>Musings on Windows, Graphics, and Technology</description><dc:language>en-US</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: Introducing the Microsoft Direct2D API</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/10/29/introducing-the-microsoft-direct2d-api.aspx#3553785</link><pubDate>Wed, 20 Feb 2013 12:02:40 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3553785</guid><dc:creator>Nayan</dc:creator><description>&lt;p&gt;Is there any function like Polyline(present in GDI) in Direct2d, where we can just pass a array of point at run time and can get a smooth curve.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3553785" width="1" height="1"&gt;</description></item><item><title>re: Using Direct2D</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/11/02/using-direct2d.aspx#3443658</link><pubDate>Wed, 27 Jul 2011 10:06:07 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3443658</guid><dc:creator>Bruce</dc:creator><description>&lt;p&gt;If I want to draw in a CPU memory ( No create the Direct2D from hwnd or render target surface), &amp;nbsp;does the Direct2D have below limitation?&lt;/p&gt;
&lt;p&gt;1. &amp;nbsp;texture size limitation (very large image size supported?)&lt;/p&gt;
&lt;p&gt;2. &amp;nbsp;the speed is low? If I want to get drawing geometries from GUP surface back to CPU memory?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3443658" width="1" height="1"&gt;</description></item><item><title>re: Managed Wrappers for DirectX APIs in Win7</title><link>http://blogs.technet.com/b/thomasolsen/archive/2009/08/25/managed-wrappers-for-directx-apis-in-win7.aspx#3429919</link><pubDate>Wed, 18 May 2011 01:55:28 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3429919</guid><dc:creator>bluefish</dc:creator><description>&lt;p&gt;Hi.&lt;/p&gt;
&lt;p&gt;Can I ask you about Direct2D?&lt;/p&gt;
&lt;p&gt;DirectX Runtime(June 2010) seems will not put d2d1.dll on windows\system32 directory.&lt;/p&gt;
&lt;p&gt;How to redistribute d2d1.dll with own application without DirectX SDK that have size over 500MB ?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3429919" width="1" height="1"&gt;</description></item><item><title>re: Introducing the Microsoft Direct2D API</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/10/29/introducing-the-microsoft-direct2d-api.aspx#3392596</link><pubDate>Tue, 08 Mar 2011 19:08:46 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3392596</guid><dc:creator>raymond</dc:creator><description>&lt;p&gt;performance wise, does direct2D is as fast as directdraw if I just what to use it to render video frames? i.e. keep copying the new bitmap from another memory and drawbmp into hwndrender target. When I call ID2D1Bitmap::CopyFromMemory &amp;nbsp;to copy image from another memory location, does this operation take lots of CPU time? After this, when I call enddraw function, is there another memory copy will be triggered?&lt;/p&gt;
&lt;p&gt;thanks,&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3392596" width="1" height="1"&gt;</description></item><item><title>re: Using Direct2D</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/11/02/using-direct2d.aspx#3353137</link><pubDate>Wed, 01 Sep 2010 20:26:57 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3353137</guid><dc:creator>Charles</dc:creator><description>&lt;p&gt;CreateBitmapFromWicBitmap currently supports only DXGI_FORAMT_B8G8R8A*_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED. I have a transparent bitmap that i want to convert to D2D bitmap , currently transparent in the original bitmap show up as black in the final output. Any idea?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3353137" width="1" height="1"&gt;</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3342771</link><pubDate>Thu, 08 Jul 2010 16:24:44 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3342771</guid><dc:creator>vitali</dc:creator><description>&lt;p&gt;I did not see these demos in latest SDK...&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3342771" width="1" height="1"&gt;</description></item><item><title>re: Introducing the Microsoft Direct2D API</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/10/29/introducing-the-microsoft-direct2d-api.aspx#3331199</link><pubDate>Fri, 07 May 2010 18:45:17 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3331199</guid><dc:creator>fred</dc:creator><description>&lt;p&gt;There is a standard API for 2D vector graphics called OpenVG. Why Direct2D does not follow this standard ?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3331199" width="1" height="1"&gt;</description></item><item><title>re: Introducing the Microsoft Direct2D API</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/10/29/introducing-the-microsoft-direct2d-api.aspx#3326044</link><pubDate>Mon, 19 Apr 2010 07:33:04 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3326044</guid><dc:creator>Himanshu</dc:creator><description>&lt;p&gt;Thank you very much for the reply.&lt;/p&gt;
&lt;p&gt;But still i have some confusion regarding the interoperability issue.&lt;/p&gt;
&lt;p&gt;&lt;a rel="nofollow" target="_new" href="http://msdn.microsoft.com/en-us/magazine/dd861344.aspx"&gt;http://msdn.microsoft.com/en-us/magazine/dd861344.aspx&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;In above article it is written that &amp;quot;There is no WPF airspace nonsense&amp;quot; while describing the Direct2D over WPF&lt;/p&gt;
&lt;p&gt;What i am assuming from the statement above that Direct2D has some way to handle the generic airspace issue that occurs when we try to place some alphablended UI control over Direct3D owned Hwnd in WPF.&lt;/p&gt;
&lt;p&gt;Or the statement above tries to say that UI designed with Direct2D does not have WPF airspace issue.&lt;/p&gt;
&lt;p&gt;This means that D3DImage is the only way to achieve the rendering in WPF environment by direct3d10 assuming no limitatations in terms of putting controls over the rendering area by WPF?&lt;/p&gt;
&lt;p&gt;Though the performance is a limit in above scenario.&lt;/p&gt;
&lt;p&gt;Basically i was looking for some method to render in WPF environment which gives me an experience of onscreen rendering.&lt;/p&gt;
&lt;p&gt;Thanks once again for reply.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3326044" width="1" height="1"&gt;</description></item><item><title>re: Introducing the Microsoft Direct2D API</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/10/29/introducing-the-microsoft-direct2d-api.aspx#3326024</link><pubDate>Mon, 19 Apr 2010 05:04:59 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3326024</guid><dc:creator>Mark Lawrence</dc:creator><description>&lt;p&gt;There are potentially 2 ways in which this can be accomplished. &lt;/p&gt;
&lt;p&gt;1. Using WPFs HwndHost class: Direct2D's ID2D1HwndRenderTarget can be embedded into WPF content by means of HwndHost. Create a derived class from HwndHost and then implement the &amp;nbsp;BuildWindowCore and DestroyWindowCore methods. Instantiate the class from an appropriate place within the WPF application. The HwndHost element is inserted in the WPF element tree like any other element and can be treated as a control for the purpose of simplicity. &lt;/p&gt;
&lt;p&gt;More of this can be found on the following pages:&lt;/p&gt;
&lt;p&gt;WPF and Win32 Interoperation Overview: &lt;a rel="nofollow" target="_new" href="http://msdn.microsoft.com/en-us/library/ms742522.aspx"&gt;http://msdn.microsoft.com/en-us/library/ms742522.aspx&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Tutorial &amp;nbsp;on creating &amp;nbsp;Application hosting Win32 content: &lt;a rel="nofollow" target="_new" href="http://msdn.microsoft.com/en-us/library/aa970061.aspx"&gt;http://msdn.microsoft.com/en-us/library/aa970061.aspx&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;WPF Interoperation and concept of &amp;quot;Airspace&amp;quot;: &lt;a rel="nofollow" target="_new" href="http://msdn.microsoft.com/en-us/library/aa970688.aspx"&gt;http://msdn.microsoft.com/en-us/library/aa970688.aspx&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Even though HwndHost can be used to embed an Hwnd in a WPF application, there are some limitations like HwndHost does not support transformation, alpha blending etc. The above mentioned articles describes all the limitations with reasons.&lt;/p&gt;
&lt;p&gt;2. Use WPF's D3DImage Class: D3DImage inherits from the ImageSource class that is capable of displaying user created Direct3D9 content (&lt;a rel="nofollow" target="_new" href="http://msdn.microsoft.com/en-us/library/system.windows.interop.d3dimage.aspx"&gt;http://msdn.microsoft.com/en-us/library/system.windows.interop.d3dimage.aspx&lt;/a&gt; ). However, to interoperate Direct2D with WPF, one needs to interoperate between Direct3D9 and Direct3D10 first as Direct2D is built on top of Direct3D10.1. In Windows Vista, the concept of shared surfaces was introduced that enabled sharing of resources across different devices. Even though there is an efficient mechanism to share resources, the API does not provide synchronization logic that can lead to arbitrary rendering artifacts. In Windows 7, synchronization mechanism was provided for Direct3D10 and above but not with Direct3D9. Due to this, one needs to write their own synchronization logic which in most cases is quite complicated and hard to implement correctly. There is a helper library available on MSDN Code Gallery &lt;a rel="nofollow" target="_new" href="http://code.msdn.microsoft.com/D3D9ExDXGISharedSurf"&gt;http://code.msdn.microsoft.com/D3D9ExDXGISharedSurf&lt;/a&gt; that implements the synchronization. If you choose to pursue this route, you should note that the license and support policies for content on the code gallery are different from that of the MSDN Library itself. You can review the terms for this sample at: &lt;a rel="nofollow" target="_new" href="http://code.msdn.microsoft.com/D3D9ExDXGISharedSurf"&gt;http://code.msdn.microsoft.com/D3D9ExDXGISharedSurf&lt;/a&gt;/Project/License.aspx.&lt;/p&gt;
&lt;p&gt;Mark Lawrence [MSFT]&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.technet.com/aggbug.aspx?PostID=3326024" width="1" height="1"&gt;</description></item><item><title>re: Introducing the Microsoft Direct2D API</title><link>http://blogs.technet.com/b/thomasolsen/archive/2008/10/29/introducing-the-microsoft-direct2d-api.aspx#3324901</link><pubDate>Wed, 14 Apr 2010 05:11:34 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3324901</guid><dc:creator>Himanshu</dc:creator><description>&lt;p&gt;I need to know how D2D handles the airspace issue in WPF. In D3D9 we had airspace issue when we try to put some UI controls on top of the D3D9 content.&lt;/p&gt;
&lt;p&gt;Thanks.&lt;/p&gt;
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