it seems to me, Direct2D rendering on Windows is broken for good, is that right? I cannot compile in D2D mode unless JUCE_USE_DIRECTWRITE is set to 1 (things like Direct2DFactories are #undefined otherwise). That alone makes no sense to me, since the option of having D2Write is no option in the first place.
If I #define JUCE_USE_DIRECTWRITE to 1, my app will crash immediately at startup, in Direct2DLowLevelGraphicsContext::SavedState::createFont(), where it fails to dynamic_cast something to a WindowsDirectWriteTypeface*.
What am I missing here?