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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>Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx</link><description>ChartDemo.wmv -- Although D2D can render thousands (the exact amount depends on the video hardware that's used, quality of drivers, amount of memory, etc) of anti-aliased primitives per second, there are some cases where even greater performance is required.</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3154926</link><pubDate>Mon, 17 Nov 2008 04:44:57 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3154926</guid><dc:creator>sysrpl</dc:creator><description>&lt;p&gt;Tom,&lt;/p&gt;
&lt;p&gt;I really like the concept of path animation. I believe it's going to result in many creative ideas for applications, games, and data visualization. I'm also glad you've included the tangent vector.&lt;/p&gt;
&lt;p&gt;As just a normal programmer, not a MVP or subscribing to any developer programs (MSDN), what's the best route I can follow to get these bits early? I'm quite eager to test D2D out.&lt;/p&gt;
</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3154965</link><pubDate>Mon, 17 Nov 2008 06:03:37 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3154965</guid><dc:creator>Thomas.Olsen</dc:creator><description>&lt;P&gt;&lt;B&gt;I really like the concept of path animation. I believe it's going to result in many creative ideas for applications, games, and data visualization. I'm also glad you've included the tangent vector.&lt;/B&gt;&lt;/P&gt;
&lt;P&gt;Thank you, I agree. The rich geometry API in Direct2D will make it easier for developers to create some really interesting applications. On a related note, Windows 7 will include a cool new animation API that you can preview at the very end of the PDC session video for Direct2D and DWrite. It's definitely worth checking out.&lt;BR&gt;&lt;/P&gt;
&lt;P&gt;&lt;A href="http://channel9.msdn.com/pdc2008/PC18/" target=_blank&gt;&lt;/A&gt;&lt;A href="http://channel9.msdn.com/pdc2008/PC18/" target=_blank&gt;http://channel9.msdn.com/pdc2008/PC18/&lt;/A&gt;&lt;BR&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;B&gt;As just a normal programmer, not a MVP or subscribing to any developer programs (MSDN), what's the best route I can follow to get these bits early? I'm quite eager to test D2D out.&lt;/B&gt;&lt;/P&gt;
&lt;P&gt;A lot of people have asked that same question. I've asked my management for more information, and I will let you know as soon as possible. Meanwhile, if you like, send me an email (via the link to above right), and I will&amp;nbsp;put you in touch with our program manager for developer engagements.&lt;/P&gt;</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3155983</link><pubDate>Wed, 19 Nov 2008 01:23:53 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3155983</guid><dc:creator>sysrpl</dc:creator><description>&lt;p&gt;Tom,&lt;/p&gt;
&lt;p&gt;Today an idea popped into my head. Are you guys going to support a few different pixel blending operations to replicate the now standard concepts of layer: normal, darken, lighten, screen, dodge, burn, overlay, luminance, etc?&lt;/p&gt;
</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3158494</link><pubDate>Mon, 24 Nov 2008 09:20:18 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3158494</guid><dc:creator>Thomas.Olsen</dc:creator><description>&lt;P&gt;&lt;STRONG&gt;@sysrpl:&amp;nbsp;&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Today an idea popped into my head. Are you guys going to support a few different pixel blending operations to replicate the now standard concepts of layer: normal, darken, lighten, screen, dodge, burn, overlay, luminance, etc?&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;D2D provides two fundamental pixel blending operations:&amp;nbsp;Normal (Source Over) and Alpha; however,&amp;nbsp;I should point out that&amp;nbsp;our rich D3D interop support makes it possible to&amp;nbsp;implement &lt;EM&gt;any&lt;/EM&gt; blend operation with a pixel shader. Which is ultimately more flexible for customers than a limited subset.&lt;/P&gt;</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3159547</link><pubDate>Wed, 26 Nov 2008 01:57:10 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3159547</guid><dc:creator>sysrpl</dc:creator><description>&lt;p&gt;Tom,&lt;/p&gt;
&lt;p&gt;Ah okay, I haven't done too much (or anything at all) with HLSL, which I assume is what language we will need to use to blend pixels together.&lt;/p&gt;
&lt;p&gt;I have used other shading languages. I am guessing we can forego the fragment vertext shader, and just provide our own custom pixel/fragment shader.&lt;/p&gt;
&lt;p&gt;Hrm, but if you provide our own fragment shader, wouldn't that eliminate antialiasing?&lt;/p&gt;
&lt;p&gt;Also, I had another question regarding paths. Will Direct2D include a feature to allow us to expand and contract paths? You know, something like offsetting a path along the tangent vector using an arbitrary distance (could be positive or negative)?&lt;/p&gt;
</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3159852</link><pubDate>Wed, 26 Nov 2008 16:27:44 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3159852</guid><dc:creator>sysrpl</dc:creator><description>&lt;p&gt;Correction from above:&lt;/p&gt;
&lt;p&gt;&amp;quot;.. I am guessing we can forego the vertex shader ..&amp;quot;&lt;/p&gt;
</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3159971</link><pubDate>Wed, 26 Nov 2008 21:01:15 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3159971</guid><dc:creator>Thomas.Olsen</dc:creator><description>&lt;P&gt;&lt;STRONG&gt;@sysrpl:&amp;nbsp;&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Ah okay, I haven't done too much (or anything at all) with HLSL, which I assume is what language we will need to use to blend pixels together.&lt;/STRONG&gt;,&lt;/P&gt;
&lt;P&gt;Correct.&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;I have used other shading languages. I am guessing we can forego the fragment vertext shader, and just provide our own custom pixel/fragment shader.&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;Yes.&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Hrm, but if you provide our own fragment shader, wouldn't that eliminate antialiasing?&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;If you have provide both the source and destination textures as inputs to the shader, you have complete control over&amp;nbsp;how the pixels are blended.&amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;Also, I had another question regarding paths. Will Direct2D include a feature to allow us to expand and contract paths? You know, something like offsetting a path along the tangent vector using an arbitrary distance (could be positive or negative)?&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;We do have the ability to widen (expand and contract) arbitrary geometries. You may have to do a little work to calculate the stroke width, of course, but we do most of the heavy lifting. :-)&lt;/P&gt;
&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;SPAN style="FONT-SIZE:10pt;FONT-FAMILY:Consolas;"&gt;&lt;SPAN style="mso-spacerun:yes;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/SPAN&gt;HRESULT ID2D1Geometry::Widen(&lt;o:p&gt;&lt;/o:p&gt;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;SPAN style="FONT-SIZE:10pt;FONT-FAMILY:Consolas;"&gt;&lt;SPAN style="mso-spacerun:yes;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/SPAN&gt;FLOAT strokeWidth,&lt;o:p&gt;&lt;/o:p&gt;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;SPAN style="FONT-SIZE:10pt;FONT-FAMILY:Consolas;"&gt;&lt;SPAN style="mso-spacerun:yes;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/SPAN&gt;__in_opt ID2D1StrokeStyle *strokeStyle,&lt;o:p&gt;&lt;/o:p&gt;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;SPAN style="FONT-SIZE:10pt;FONT-FAMILY:Consolas;"&gt;&lt;SPAN style="mso-spacerun:yes;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/SPAN&gt;__in_opt CONST D2D1_MATRIX_3X2_F *worldTransform,&lt;o:p&gt;&lt;/o:p&gt;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;SPAN style="FONT-SIZE:10pt;FONT-FAMILY:Consolas;"&gt;&lt;SPAN style="mso-spacerun:yes;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/SPAN&gt;FLOAT flatteningTolerance,&lt;o:p&gt;&lt;/o:p&gt;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;SPAN style="FONT-SIZE:10pt;FONT-FAMILY:Consolas;"&gt;&lt;SPAN style="mso-spacerun:yes;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/SPAN&gt;__in ID2D1SimplifiedGeometrySink *geometrySink &lt;o:p&gt;&lt;/o:p&gt;&lt;/SPAN&gt;&lt;/P&gt;
&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;SPAN style="FONT-SIZE:10pt;FONT-FAMILY:Consolas;"&gt;&lt;SPAN style="mso-spacerun:yes;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/SPAN&gt;) CONST PURE;&lt;/SPAN&gt;&lt;/P&gt;</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3159978</link><pubDate>Wed, 26 Nov 2008 21:13:21 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3159978</guid><dc:creator>Thomas.Olsen</dc:creator><description>&lt;P&gt;&lt;STRONG&gt;@sysrpl:&amp;nbsp;&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;&lt;STRONG&gt;".. I am guessing we can forego the vertex shader .."&lt;/STRONG&gt;&lt;/P&gt;
&lt;P&gt;Correct.&lt;/P&gt;</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3160638</link><pubDate>Fri, 28 Nov 2008 09:55:09 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3160638</guid><dc:creator>PeterG</dc:creator><description>&lt;p&gt;Is Direct2D also useful if the application render target is the system memory (from gdi:createDIBSection)?&lt;/p&gt;
&lt;p&gt;Can Direct2D directly render to system memory or will it automatically read back &lt;/p&gt;
&lt;p&gt;from video memory? Please note that system memory is very useful for many&lt;/p&gt;
&lt;p&gt;application developers (optimal pixel access in any language).&lt;/p&gt;
</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3161259</link><pubDate>Fri, 28 Nov 2008 22:05:56 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3161259</guid><dc:creator>Thomas.Olsen</dc:creator><description>&lt;p&gt;&lt;b&gt;@PeterG:&lt;/b&gt; &lt;br&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;Is Direct2D also useful if the application render target is the system memory (from gdi:createDIBSection)? Can Direct2D directly render to system memory or will it automatically read back from video memory? &lt;/b&gt;&lt;/p&gt;&lt;p&gt;Direct2D can render directly to system memory. We understand that this scenario is important to many developers.&lt;/p&gt;</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3161538</link><pubDate>Sat, 29 Nov 2008 03:34:29 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3161538</guid><dc:creator>Anthony Hodsdon</dc:creator><description>&lt;p&gt;&lt;b&gt;@sysrpl:&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Geometry expansion/contraction can be achieved by Widen()ing the geometry and then Combine()ing the result with the original geometry with either D2D1_COMBINE_MODE_UNION or D2D1_COMBINE_MODE_EXCLUDE, respectively.&lt;/p&gt;</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3174864</link><pubDate>Wed, 31 Dec 2008 00:55:51 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3174864</guid><dc:creator>Seth</dc:creator><description>&lt;p&gt;Direct2D and DirectWrite look amazing. &amp;nbsp;I cannot wait to play around with these APIs. &amp;nbsp;The most exciting aspect to me is the Direct3D interop; the possibilities really are endless!&lt;/p&gt;
</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3175624</link><pubDate>Fri, 02 Jan 2009 12:57:33 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3175624</guid><dc:creator>anonymous</dc:creator><description>&lt;p&gt;If Direct2D is part of DirectX and DirectX 11 is going to be available on Vista, does this men Direct2D will be available on Vista as well?&lt;/p&gt;
</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3176800</link><pubDate>Tue, 06 Jan 2009 03:26:05 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3176800</guid><dc:creator>Thomas.Olsen</dc:creator><description>&lt;p&gt;@anonymous: &lt;br&gt;&lt;/p&gt;&lt;p&gt;&lt;b&gt;If Direct2D is part of DirectX and DirectX 11 is going to be available on Vista, does this men Direct2D will be available on Vista as well?&lt;/b&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;Yes, we announced at PDC that Direct2D will be available on Vista. &lt;br&gt;&lt;/p&gt;</description></item><item><title>re: Direct2D Sample Videos</title><link>http://blogs.technet.com/thomasolsen/archive/2008/11/14/direct2d-sample-videos.aspx#3295239</link><pubDate>Fri, 20 Nov 2009 01:15:56 GMT</pubDate><guid isPermaLink="false">d5e57398-b9ef-4490-9955-07cbb4e4a80d:3295239</guid><dc:creator>Matt C.</dc:creator><description>&lt;p&gt;I know this post is nearly a year old but hopefully I'll still get a response. &amp;nbsp;Is the source available for these examples? &amp;nbsp;It would be nice to have a look at how these examples were put together.&lt;/p&gt;
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