Original Post
First, I am writing a Direct3D game and it is so far working. However, I want most of the screen to be a 3D world with the right column (1/4) of the screen used for displaying scores, times, etc... I want this column to be a bitmapped image with text that changes during the game. Do I create a 3D object that covers this part of the screen, and map a bitmap texture onto it (adding the text onto of that) or is there a way to use the DirectDraw bitblt to handle this part of the display (after initializing Direct3D)?
Which leads me to a second question...The opening menu and configuration screens are best suited to DirectDraw and simple bitblts. Is it a common practice to use both Direct3D and DirectDraw in the same program?
Which again leads to my final question...displaying text on a Direct3D screen. The DX8 SDK has a rather complicated sample that displays the text by loading the Windows Fonts, creating 3D objects on the fly that the text is mapped onto as a texture. It works (even in my program) but it seems very convoluted. Is there an easier way?