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• 如何使直属X9的超级通向顺畅?
原标题:How do you render super smooth fonts with DirectX9?

简单使用<代码>ID3DXFont:DrawText(),单单单是生产有缺陷的字体,特别是在较大的字体大小。 是否有办法利用直接X9使电离层极顺利地像在Windows 8Mest UI?

我试图避免直接礼让,因为它需要直接2D,但我使用直接X9。

问题回答

DirectWrite don t 实际需要直接2D,并可自行使用(IDWriteBitmapRenderTarget)。 使用直接2D使直接锡石成为国际WICBit地图(通过ID2D1Factory:CreateWicBitmapRenderTarget(),然后使用DX(可能复制到DX表面,或采用某种共同的地面方法)绘制该比图。 你们可以通过国际妇女论坛:CreateBitmap(CreateBitmap)绘制一份国际妇女论坛地图。

表面上看上去是使用Type的,因此光电灯应当只是罚款。 适当的甲型六氯环己烷文本实际上需要每一对应的甲型六氯环己烷,因此,它通常不做成一个含有甲型六氯环己烷的轨道图。

你们是否使用DX9,以便你能够操作XP,还是出于另一个原因使用XP? 如果你能够要求Win7或Vista SP2+平台更新作为最低要求,那么我高度建议考虑使用D2D+DW,使案文变成一个比图,然后使用DX来绘制比图。

你们可以创造出一条从“非常简单”到“非常复杂”的轨道图。

简单地说,有这样的例子,即虽然在直接X管理之下,但可在C++/DirectX 9. Bitmap Fonts上轻易做到。 http://www.angelcode.com/products/bmfont/“rel=“nofollow” (此处也与如何绘制地图联系起来)。

Then there is more complex ways to do fonts, such as using signed distanced fields as described at Improved Alpha-Tested Magnification for Vector Textures.

ID3DXFont is not capable to draw really cool and smooth fonts. To achieve this I render my own texture atlas for font and then draw it with quads with textures. Second way is to draw font from atlas with similar way, but using Distance field method. Distance field with simple pixel shader will provide you very smooth and scalable fonts.

在这一点上,我取得了以下成就:http://1.bp.blogspot.com/YOwxOd-fCNM/T6F4pwntyWI/AAAAAAAAAAAAAAAAAARk/C2d3xRDri7g/s1600/RGAtliAjuOELT2-m4bz-Mm9rSEtE2pmktxUnW0zXqzFFB4ymJzqAew3oQtK3UyOsW-9FiQ.prellow=+no。 a. 我的距离





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