I googled it as you directed and I got good one but it is written in C++ and I am not familiar with C++. This is the link (www.codeproject.com/Articles/24970/XColorDialog-MFC-color-picker-control-that-disp). Can you help in converting it to VB.NET or C#? Or can you build the DLL in the same language?
I am aware of that but remember that 2 good heads are better than one. Well, you advice is very ok. You learn better when you do thing yourself but other persons' idea can pave you way. Your contributions on how to do it is also impotant.
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.