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OpenGL to DirectX: Why is DirectX divided into D2D and D3D

    Question

  • I am porting my OpenGL app to Windows 8 and have to rewrite graphics renderig module in DirectX. There is no pronounced differentiation between 2D and 3D in OpenGL. Take a point coordinate p=(x,y,z) for example, one just sets z to a constant value (usually zero) for 2D rendering. So I am a little baffled to know that DirectX is divided into D2D and D3D, and developers have to learn both parts. You cannot write D2D app even if you've mastered D3D. Could someone tell which part (D2D or D3D) should I learn first?
    • Edited by Leonard2007 Wednesday, January 18, 2012 4:37 AM
    Wednesday, January 18, 2012 4:36 AM

Answers

  • You can do 2D in Direct3D similarly to how you could do 2D in OpenGL.

    Direct2D is a library which uses Direct3D to make using it for 2D applications simpler. See About Direct2D for an overview.

    --Rob

    Wednesday, January 18, 2012 4:57 AM
    Owner

All replies

  • You can do 2D in Direct3D similarly to how you could do 2D in OpenGL.

    Direct2D is a library which uses Direct3D to make using it for 2D applications simpler. See About Direct2D for an overview.

    --Rob

    Wednesday, January 18, 2012 4:57 AM
    Owner
  • If 2D rendering can be done in D3D, that's terrific. Thanks Rob.
    Wednesday, January 18, 2012 3:52 PM