- Getting Started with Direct2D1
- Programming Guide
This portion was picked from documentation titled Get Started with Win32 and C++. It is best read in that context, but a glimpse of the Direct2D portion here may be useful introduction.
- Module 3: Windows Graphics2
- Your First Direct2D Program
- Render Targets, Devices, and Resources
- DPI and Device-Independent Pixels -- Contributed (23 July 2020) a Note ending the section titled Converting Physical Pixels to DPI pointing out that ID2D1Factory::GetDesktopDpi is deprecated and related alternatives. A related topic is Setting the Default DPI Awareness of a Process.
Micorosft Docs Paths
- … / Win32 / … / DirectX Graphics and Gaming / Direct2D †
- … / Win32 / Get Started / Get Started with Win32 and C++ †
Libraries, Tools, Samples, and Code
Windows Imaging Component (WIC)
- Direct2D: How to Implement Deferred Registration of Custom Effects
- Why are 2D vector graphics so much harder than 3D?
- Direct2D Geometries
- Improving the high-DPI experience in GDI based Desktop Apps -- Doug King; Windows Blogs.
- Kenny Kerr
- 02/2009 Introducing Direct2D
- 09/2009 Drawing with Direct2D
- 12/2009 Layered Windows with Direct2D
- 02/2013 Creating Desktop Apps using VC++ 2012
- 03/2013 Rendering in a Desktop App with Direct2D
- 05/2013 Introducing Direct2D 1.1
- How to Render using a Direct2D DeviceContext -- The diagram here goes well with the above article.
- 06/2013 A Modern C++ Library for DirectX Programming
- 10/2013 Rendering for the Windows Runtime
- 11/2013 Fonts with DirectWrite
- 02/2014 High-DPI Apps for Windows 8.1
- 06/2014 High-performance Window Layering Using the Windows Composition Engine
- 07/2014 Embracing the Windows Composition Engine
- 08/2014 DirectComposition: A Retained-Mode API
- 09/2014 DirectComposition: Transforms & Animation
- 11/2015 Windows 10 Composition
- Charles Petzold
- Introduction to DirectWrite -- Marc Gregoire
- The engine features a new rasterizer that has been written from scratch; what is a rasterizer?
- The engine utilizes a built-in JIT compiler to generate optimized pipelines at runtime and is capable of using multiple threads to boost the performance beyond the possibilities of single-threaded rendering; where does a compiler fit in here?
- 2014 TOG Massively Parallel Vector Graphics