However, SwapChainBackgroundPanel has some severe restrictions: It must be the root element of the application's Page derivative, it must have the lowest Z-order of anything else on the page, and it can't have transforms or projections applied to it. The SwapChainBackgroundPanel derives from Grid and can have child elements arranged in rows and columns. The real difference is that the "Direct2D App (XAML)" template uses the SwapChainBackgroundPanel as a rendering surface to allow integrating DirectX with XAML graphics and controls, while "Direct3D App" uses the application's CoreWindow as a rendering surface, and is most appropriate for full-screen graphical applications that don't need any XAML-based controls. Let's review the situation with Windows 8: For Windows 8 programming in C++, Visual Studio 2012 has two project templates named "Direct2D App (XAML)" and "Direct3D App." These are not quite accurately labeled because either template can be used for 2D or 3D graphics. All you need do is create a project by selecting a predefined project template. One approach is to let Visual Studio generate this overhead for you. Graphics programming with DirectX involves a lot of code overhead, and this overhead increases when you want to integrate DirectX into a Windows 8 application that responds to changes like snap modes and tablet orientation. The first six installments of this column have been about XAudio2, but beginning in the August issue I'll be delving into Direct2D geometries and DirectWrite and the intersections of graphics and text. Since last fall I've been focusing my attention on using DirectX in Windows 8 applications, and writing about my explorations in theĭirectX Factor column in MSDN Magazine. One good way to learn about the new API features of Windows 8.1 is to watch Trying Out the New Windows 8.1 DirectX Project TemplatesĪs you probably know, preview versions of Windows 8.1 and Visual Studio Express 2013 were released about a month ago and are available for downloading
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