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Explain why d2d.draw.ID2D1HwndRenderTarget does not have a create/discard-device-dependent-resources function.

Separating device-dependent-resource construction and render-target-resource construction is not necessary because this older Direct2D pattern is simpler and the render-target is all we have in there. discard/create pieces could well have been moved to (and named) "device-dependent" but we keep the name "render-target" to identify them so as to be able to maintain parity with the more advance d2d.draw.* offerings. It also makes sense, because, after all, we are creating/discarding the render target and resources that the target references. That a render-target resource is a device-dependent resource, is implicit in our understanding when we tread in DirectX universe.

d2d.imageprocessor: Organize assets.

Assets are picked by the exe from the directory it is run from. This creates a hurdle when the exe is loaded into Visual Studio using devenv for debugging--the assets need to be copied to the build directory. Find a general solution to this problem.

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