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Home/ Questions/Q 9144733
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Editorial Team
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Editorial Team
Asked: June 17, 20262026-06-17T10:20:30+00:00 2026-06-17T10:20:30+00:00

Is there some way to store a scene in Direct2D on the GPU? I’m

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Is there some way to store a “scene” in Direct2D on the GPU?

I’m looking for something like ID2D1Mesh (i.e. storing the resource in vector format, not as a bitmap) but where I can configure if the mesh/scene/resource should be rendered with anti-aliasing or not.

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  1. Editorial Team
    Editorial Team
    2026-06-17T10:20:32+00:00Added an answer on June 17, 2026 at 10:20 am

    There is a way to get antialiasing with ID2D1Mesh, but it’s non-trivial. You have to create the Direct3D device yourself and then use ID2D1Factory::CreateDxgiSurfaceRenderTarget(). This allows you to configure the multisampling/antialiasing settings of the D3D device directly, and then meshes play along just fine (in fact I think you’d just always tell Direct2D to use aliased rendering). I haven’t done this myself, but there is a MSDN sample that shows how to do this. It’s not for the faint of heart … and in order to do software rendering you have to initialize a WARP device. It does work, however.

    Also, in Direct2D 1.1 (Windows 8, or Windows 7 + Platform Update), you can use the ID2D1CommandList interface for record/playback stuff. I’m not sure if that’s implemented as “compile to GPU” (ala mesh), or if it’s just macros (record/playback of commands).

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