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    Today’s guide is designed to help you when you receive a directx transparent window error message.

    to be allowed to

    You are using DirectComposition, LayeredWindows, DesktopWindowManager, or WPF. All methods have their pros and cons:

    -DirectComposition is the most efficient, but requires Windows and is limited to 60Hz.

    -LayeredWindows usually has problems running D3D, which has Direct2D to DXGI compatibility.

    -WPF is moderately easy to use via D3DImage, but also generally limited to 60Hz plus DX9 and no MSAA. Compatibility with higher DX versions via DXGI is possible, MSAA can also be used once the MSAA render target is converted to that original non-MSAA surface.

    The

    -DesktopWindowManager has been high performance since Windows Vista, but the DirectX versions seem minimal compared to the DWM-generated version (still DX9 in Vista). Workarounds, which are much more important for DX builds, should be possible with DXGI if available.

    If you don’t need pixel by pixel, you can use the opacity value of a responsive translucent shape.

    Or you can use the old Win32 method for the Windows Alpha world (remember that Alpha a of 6 does not capture sensitive mouse input):

    directx transparent window

    SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hWnd, GWL_EXSTYLE) | WS_EX_LAYERED);Color set COLORREF = 0;BYTalf=128;SetLayeredWindowAttributes(hWnd, Color Of, Alpha, LWA_ALPHA);

    I’ve been able to use – all applications described with C# and SharpDX, but more recently with DirectComposition, LayeredWindows and Win32 Organic the C++ wrapper code is recommended. For starters, I would suggest WPF via.

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    p>

    Window overlay transparency

    July 10, 2012 at 8:53 pm.
    BUT#one

    Forum Hero

    Geecko's avatar

    Listed: 2009

    Posts: 1 426

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    Overlay window transparency

    directx transparent window

    Hello everyone,

    Let’s say the first time I play with this, I’m trying to formulate an overlay that can be used later in the game, so it’s a screenshot explanation, not a catch.

    I installed a minimal set of exe files to test, then added the sick port to the dll and to the game…

    My problem is that it doesn’t work when I try to draw text with d3d around a transparent window. Anyway, I used pDevice->Clear as well as SetLayeredWindowAttributes to get what I want.

    I based my respective source on this single topic:

    http://www.unknowncheats.me/forum/an…l-and-d3d.html

    Here is the source (d3d part):

    Code:

    LPDIRECT3D9 pD3D = Direct3DCreate9( D3D_SDK_VERSION ); D3DPRESENT_PARAMETERS d3dpp is 0; LPDIRECT3DDEVICE9 pd3dDevice; LONG lStyle means GetWindowLong(hWnd, gwl_style); lStyle &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZE | WS_MAXIMIZE | WS_SYSMENU); SetWindowLongA(hWnd, GWL_STYLE, lStyle); SetWindowLong(hWnd, GWL_EXSTYLE, GetWindowLong(hwnd, GWL_EXSTYLE) | WS_EX_LAYERED); SetLayeredWindowAttributes(hWnd, RGB(0,0,0), 0, LWA_COLORKEY); d3dpp.= TRUE windowed; d3dpp.SwapEffect means D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat implies D3DFMT_A8R8G8B8; pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&pd3dDevice); D3DXMATRIX matProj; LPD3DXFONT pFont; D3DXCreateFontA(pd3dDevice, 20, 2, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY | default_pitch FF_DONTCARE, “Cambria” , &pFont ); RECT font; rFont.left = 0; rFont top = 0; rFont.right 200; equals rFont.bottom = 200; SetWindowPos(hWnd, NULL, 0,0,0,0, SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER); during ( 1 ) pd3dDevice->Clear(individual, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0, 9, 0), 1.0f, 0); pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE); pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); D3DXMatrixOrthoOffCenterLH( &matProj, 0.0f, 800.0f, 600.0f, 0.0f, 1.0f, 1000.0f ); pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj); pd3dDevice->Start Scene(); pFont->DrawTextA(0, “D3D”, -1, &rFont, DT_LEFT, D3DCOLOR_ARGB(255,255,0,0)); pd3dDevice->EndScene(); 0, pd3dDevice->Present( 8, 0, 0 );

    and this is what I have:

    not so clear lol

    I was thinking of setting SetLayeredWindowAttributes to black because then pDevice->Erase with black in basically according to msdn:

    Quote:

    crKey [in] A colorref file format that defines the transparency color hint used when creating our window layer. Any pixels just painted with that color across the viewport will be permanently transparent.

    Thank you, Gekko

    Gecko is offline now.

    ‘; }

    July 10, 2012, afternoon.
    BUT#2

    Retired Administrator

    Learn_more avatar

    Since September 2006

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