that is, get the desktop bitmap with GDI then render 3d on it. The
performance is bad.
So I tried the second solution, which is more or less a common
practice, to render on a texture then get it's surface then get the
device context of the surface. This DC can then be used for GDI
rending. To make transparent effect, just use a layered window with a
transparent color key and use the same color for the transparent part
in the texture. Also I need to use UpdateLayeredWindow onstead of
standard GDI rendering in WM_PAINT.
There are some tech details I need to solve in order to use it freely
with different types of textures.
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