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Need with DirectWrite rendering issue description in comments


FFmpeg bitrate issuePopulate a memory array of 64K words – each word is 20 bits wide – out of 1K by 4 bit memory chips. How many such chips will you need?I need help on Bit TwiddlingC# Rotate bits to left overflow issueSaturating arithmetic issues with warningsLaravel 4.2 BIT datatype issueLaravel 5 : How to render bit fieldbitwise operators and shifts issues in cNeed help understanding Python CodeRendering bitstring from phoenix view






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3















Here's the relevant bits of code - error handling etc. is omitted for clarity.





D2D1_BITMAP_PROPERTIES1 bp;
bp.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE;
bp.dpiX = 96.0f;
bp.dpiY = 96.0f;
bp.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;
bp.colorContext = nullptr;

...

d2dDeviceContext->SetTarget(targetBitmap);

....

writeFactory->CreateTextFormat(L"Arial", nullptr, DWRITE_FONT_WEIGHT_LIGHT, DWRITE_FONT_STYLE_NORMAL,
DWRITE_FONT_STRETCH_NORMAL, 32.0f, L"en-US", &textFormatAccountCreds);
textFormatAccountCreds->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
textFormatAccountCreds->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);

std::wostringstream outAccountName;
outAccountName CreateTextLayout(outAccountName.str().c_str(), (UINT32)outAccountName.str().size(), textFormatAccountCreds, (float)800,
(float)600, &textLayoutAccountName);

const float color[4] = 1.0f, 0.5f, 0.3f, 1.0f ;
immediateContext->ClearRenderTargetView(renderTargetView, color);

d2dDeviceContext->BeginDraw();
d2dDeviceContext->DrawTextLayout(D2D1::Point2F(2.0f, 5.0f), textLayoutAccountName, blackBrush);
d2dDeviceContext->EndDraw();

swapChain->Present(0, 0);



As you can see in the screenshot, the text is rendering very poorly - letters are cut off, etc. I can change the size / position and the rendering issues manifest differently, but they still persist.



What am I missing here? I've been through most of the DirectWrite docs on MSDN and it's not clear what my problem is. I do see some mention that I should specify the starting position of my text relative to the dpi scale, but the example is very vague.



It's also worth mentioning that I'm using Direct3D and DirectWrite with Direct2D all together, in a similar fashion as seen in this tutorial. Not sure if that's causing my problem.



I would be very grateful for any assistance. Thanks much.










share|improve this question




























    3















    Here's the relevant bits of code - error handling etc. is omitted for clarity.





    D2D1_BITMAP_PROPERTIES1 bp;
    bp.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
    bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE;
    bp.dpiX = 96.0f;
    bp.dpiY = 96.0f;
    bp.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;
    bp.colorContext = nullptr;

    ...

    d2dDeviceContext->SetTarget(targetBitmap);

    ....

    writeFactory->CreateTextFormat(L"Arial", nullptr, DWRITE_FONT_WEIGHT_LIGHT, DWRITE_FONT_STYLE_NORMAL,
    DWRITE_FONT_STRETCH_NORMAL, 32.0f, L"en-US", &textFormatAccountCreds);
    textFormatAccountCreds->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
    textFormatAccountCreds->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);

    std::wostringstream outAccountName;
    outAccountName CreateTextLayout(outAccountName.str().c_str(), (UINT32)outAccountName.str().size(), textFormatAccountCreds, (float)800,
    (float)600, &textLayoutAccountName);

    const float color[4] = 1.0f, 0.5f, 0.3f, 1.0f ;
    immediateContext->ClearRenderTargetView(renderTargetView, color);

    d2dDeviceContext->BeginDraw();
    d2dDeviceContext->DrawTextLayout(D2D1::Point2F(2.0f, 5.0f), textLayoutAccountName, blackBrush);
    d2dDeviceContext->EndDraw();

    swapChain->Present(0, 0);



    As you can see in the screenshot, the text is rendering very poorly - letters are cut off, etc. I can change the size / position and the rendering issues manifest differently, but they still persist.



    What am I missing here? I've been through most of the DirectWrite docs on MSDN and it's not clear what my problem is. I do see some mention that I should specify the starting position of my text relative to the dpi scale, but the example is very vague.



    It's also worth mentioning that I'm using Direct3D and DirectWrite with Direct2D all together, in a similar fashion as seen in this tutorial. Not sure if that's causing my problem.



    I would be very grateful for any assistance. Thanks much.










    share|improve this question
























      3












      3








      3








      Here's the relevant bits of code - error handling etc. is omitted for clarity.





      D2D1_BITMAP_PROPERTIES1 bp;
      bp.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
      bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE;
      bp.dpiX = 96.0f;
      bp.dpiY = 96.0f;
      bp.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;
      bp.colorContext = nullptr;

      ...

      d2dDeviceContext->SetTarget(targetBitmap);

      ....

      writeFactory->CreateTextFormat(L"Arial", nullptr, DWRITE_FONT_WEIGHT_LIGHT, DWRITE_FONT_STYLE_NORMAL,
      DWRITE_FONT_STRETCH_NORMAL, 32.0f, L"en-US", &textFormatAccountCreds);
      textFormatAccountCreds->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
      textFormatAccountCreds->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);

      std::wostringstream outAccountName;
      outAccountName CreateTextLayout(outAccountName.str().c_str(), (UINT32)outAccountName.str().size(), textFormatAccountCreds, (float)800,
      (float)600, &textLayoutAccountName);

      const float color[4] = 1.0f, 0.5f, 0.3f, 1.0f ;
      immediateContext->ClearRenderTargetView(renderTargetView, color);

      d2dDeviceContext->BeginDraw();
      d2dDeviceContext->DrawTextLayout(D2D1::Point2F(2.0f, 5.0f), textLayoutAccountName, blackBrush);
      d2dDeviceContext->EndDraw();

      swapChain->Present(0, 0);



      As you can see in the screenshot, the text is rendering very poorly - letters are cut off, etc. I can change the size / position and the rendering issues manifest differently, but they still persist.



      What am I missing here? I've been through most of the DirectWrite docs on MSDN and it's not clear what my problem is. I do see some mention that I should specify the starting position of my text relative to the dpi scale, but the example is very vague.



      It's also worth mentioning that I'm using Direct3D and DirectWrite with Direct2D all together, in a similar fashion as seen in this tutorial. Not sure if that's causing my problem.



      I would be very grateful for any assistance. Thanks much.










      share|improve this question














      Here's the relevant bits of code - error handling etc. is omitted for clarity.





      D2D1_BITMAP_PROPERTIES1 bp;
      bp.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
      bp.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE;
      bp.dpiX = 96.0f;
      bp.dpiY = 96.0f;
      bp.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;
      bp.colorContext = nullptr;

      ...

      d2dDeviceContext->SetTarget(targetBitmap);

      ....

      writeFactory->CreateTextFormat(L"Arial", nullptr, DWRITE_FONT_WEIGHT_LIGHT, DWRITE_FONT_STYLE_NORMAL,
      DWRITE_FONT_STRETCH_NORMAL, 32.0f, L"en-US", &textFormatAccountCreds);
      textFormatAccountCreds->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING);
      textFormatAccountCreds->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR);

      std::wostringstream outAccountName;
      outAccountName CreateTextLayout(outAccountName.str().c_str(), (UINT32)outAccountName.str().size(), textFormatAccountCreds, (float)800,
      (float)600, &textLayoutAccountName);

      const float color[4] = 1.0f, 0.5f, 0.3f, 1.0f ;
      immediateContext->ClearRenderTargetView(renderTargetView, color);

      d2dDeviceContext->BeginDraw();
      d2dDeviceContext->DrawTextLayout(D2D1::Point2F(2.0f, 5.0f), textLayoutAccountName, blackBrush);
      d2dDeviceContext->EndDraw();

      swapChain->Present(0, 0);



      As you can see in the screenshot, the text is rendering very poorly - letters are cut off, etc. I can change the size / position and the rendering issues manifest differently, but they still persist.



      What am I missing here? I've been through most of the DirectWrite docs on MSDN and it's not clear what my problem is. I do see some mention that I should specify the starting position of my text relative to the dpi scale, but the example is very vague.



      It's also worth mentioning that I'm using Direct3D and DirectWrite with Direct2D all together, in a similar fashion as seen in this tutorial. Not sure if that's causing my problem.



      I would be very grateful for any assistance. Thanks much.







      bit






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Mar 24 at 18:11









      Remy TwaiRemy Twai

      183




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