2.5 KiB
2.5 KiB
page_type, languages, products, urlFragment, extendedZipContent, description
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Direct2DGeometryRealization |
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Uses opacity masks and A8 targets to enhance performance for anti-aliased geometries. |
Direct2D Geometry Realization Sample
This sample shows how to use opacity masks and A8 targets to enhance performance for anti-aliased geometries. It also shows how to use meshes to enhance performance for aliased geometries.
This sample is written in C++.
Files
- DeclareDPIAware.manifest: Specifies that the sample application is DPI-aware.
- GeometryRealization.cpp: Implements the IGeometryRealization interface.
- GeometryRealization.h: Defines the IGeometryRealization interface and related types.
- GeometryRealizationSample.cpp: Implements the DemoApp class, which creates a window and demonstrates the IGeometryRealization interface.
- GeometryRealizationSample.h: Defines the the DemoApp class.
- GeometryRealizationSample.sln: The sample's solution file.
- GeometryRealizationSample.vcproj: The sample project file.
- RingBuffer.h: The header file for the RingBuffer class. RingBuffer works like a standard array, except that when it fills up, data at the beginning is overwritten.
- stdafx.h: Defines standard system include files, or project specific include files that are used frequently, but are changed infrequently.
Prerequisites
- Microsoft Windows 7
- Windows Software Development Kit (SDK) for Windows 7 and .NET Framework 3.5 Service Pack 1
Building the Sample
To build the sample using the command prompt:
- Open the Command Prompt window and navigate to the sample directory.
- Type msbuild GeometryRealizationSample.sln.
To build the sample using Visual Studio 2008 (preferred method):
- Open Windows Explorer and navigate to the sample directory.
- Double-click the icon for the .sln (solution) file to open the file in Visual Studio.
- In the Build menu, select Build Solution. The application will be built in the default \Debug or \Release directory.
Running the Sample
This sample uses the following controls:
- Up Arrow: Increases the number of primitives rendered
- Down Arrow: Decreases the number of primitives rendered
- Spacebar: Pauses/resumes the animation.
- Mouse Wheel: Zooms in and out.
- 'T' key: Toggles between hardware and software rendering.
- 'R' key: Toggles between rendering geometry with and without realizations.
- 'A' key: Toggles between rendering modes.