Hi, I'm trying to render the contents of a window, with desktop composition disabled, on an off-screen buffer. I have no control over the window and the only thing I have is the window handle and the DC. I thought about allocating an off-screen DC and doing something like:
/* The window handle is stored in the
hWnd variable and the offscreen DC,
is in hDC */
PostMessage(hWnd, WM_PAINT, 0, 0);
But it doesn't seem to work. Please note that I don't want the application to render on the primary display DC. In other words I want to redirect it's graphical output, and blit the result in my window.
I'm trying to mix Device Contexts and OpenGL but not the usual way. I don't want to draw with GDI on top of an OpenGL scene. What I wanna do, is apply an HDC bitmap as a texture on an OpenGL polygon. I know that this is generally a bad idea, but if you know anything about how is that possible, you would be very helpful. I'm coding on C/C++ on Win32. A DirectX 8/9 solution would also be appreciated.
Finally found the solution myself. If anyone else is interested in that, the process is simple. You create a bitmap from the DC (there are many websites that describe this), and then you apply that BITMAP object as a texture, the way you'd apply any other bitmap texture.
Hello my name is emile my best pro lang is vb2010. I love vb and I now all the code by hart I can pro in C# just as good as vb I now that C# is the best of the 2 langs but I want to do it in vb I have made an 3d cube using directx 10 and visual stodio 2010 but can't add 2 cubes or more I need step by step help to re making the cube and adding more then one to buld a box to walk in (in to make an camera that moves like a first person game) help
If you really want help, you will reduce this to the relevant snippet of code where your problem is and then ask a clear coherent question and description of your problem. No one is going to go through this mess to try and figure out what it is that you want to do.
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