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Implement Overlay engine, supporting simple UI rendering #10
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Not sure if this would involve being able to overlay native WPF or Windows Forms controls? I have just asked a question regarding it, based on your work http://stackoverflow.com/questions/26611170/embed-button-control-into-existing-direct3d-application Thanks for sharing! |
I am trying to understand and finish implementing the ImageElement in your Overlay engine, to draw with Direct3D 11 a 2D red rectangle texture as achieved with Direct3D 9 here thanks to you - #27 However, I am pretty stuck due to my lack of knowledge. Firstly I edited the ImageElement class like this:
Then I instantiated one at https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook/DXHookD3D11.cs#L367
But how do you then initialize the texture here https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook/DX11/DXOverlayEngine.cs#L110
And finally how do you actually draw it here https://github.com/spazzarama/Direct3DHook/blob/master/Capture/Hook/DX11/DXOverlayEngine.cs#L147
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I think I have written the ImageElement for D3D 11 in another project, I'll see what state it is in and bring across to this project if all good. EDIT: |
thanks ahead! |
these improvements do not exist on any other branch do they? |
any luck with the commits Justin? |
I've mostly finished putting it together from a number of projects here, unfortunately I'm busy for the next week or so, will try to get it sorted after then. |
I've got it all together, will try to commit before next week. |
Image overlay support for D3D11 has been committed, this also has preliminary support for GPU image resizing. ddb3096 |
thanks ever so much, I'll give it a whirl soon! |
Closing as API now added to display overlay. Other improvements to be in new issues. |
* CaptureInterface.DrawOverlay added * D3D9 image supports scale and rotation * D3D9 image load from memory support added Fixes justinstenning#36, justinstenning#10
Idea is to finish implementing an Overlay engine that can render for DirectX 9, 10 and 11.
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