I waited for this lesson until we have covered some things that need to be implimented in this lesson, such as blending and textures.
As you may or may not know already, font in direct3d 11 is a pain in the ass to say the least. I don’t know what the developers were thinking exactly, but I believe they have taken out the ID3DXFont interface from direct3d in order to direct people to two new API’s, Direct2D and DirectWrite. However, the worst part about this is that Direct2D is not “interopable” with D3D 11, meaning you can’t use them together directly… (A big thumbs down for microsoft).
So anyway, enough complaining. There are a couple ways we can impliment font into D3D 11, and the one we will be learning about uses the two new API’s microsoft wants us to use, because in fact, they could be very usefull and pretty cool, not to mention flexible (except for the fact we can’t use them directly with a D3D 11 device…). Since we are not able to use them directly with a D3D 11, we will need to use them with a D3D 10.1 device, and swap between the two devices when rendering.
https://www.braynzarsoft.net/viewtutorial/q16390-14-simple-font
DirectX11 With Windows SDK–08 Direct2D与Direct3D互操作性以及利用DWrite显示文字
https://www.cnblogs.com/X-Jun/p/9106518.html