For a 2D overlay in a 3D environment using DirectX, is the 2D overlay still coded as a surface in 3d always positioned in front of the camera?
I haven't tried this yet but I imagine that technique would lead to small jitters as a scene moves, plus lighting weirdness. It would help me to know the correct way before I struggle in the wrong direction.
I'm very new to DirectX and game programming and I have limited experience with the paradigms of unmanaged APIs. I'm using C# with SlimDX. I have a re-organized version of the SlimDX Triangle tutorial working well.
What I read on this site and others regarding DirectX is that DirectX only draws/shades triangles and the rest is up to me.
SlimDX seems to have some stuff in the DirectX2D namespace - RenderTarget, which has a DrawText() method, but I can't figure out how to get such a 2D RenderTarget hooked to my scene to play with it.