-
Notifications
You must be signed in to change notification settings - Fork 123
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Texture from external sources #86
Comments
I do actually have a little bit of code for this on the native side of the library! At one point I implemented screen->texture for some experimentation with different styles of curving screens. They haven't made it up to C# yet and may be a bit limited in functionality, but this sounds like a great idea to work on a bit more! My previous experiments were using a pretty old C API, so I'm curious if you have a link to a newer one, or a C# one I could use for reference? I'm gonna stick this link in here for reference. If this is in the wrong direction, let me know! |
Here's a set of fresh samples: https://github.com/microsoft/Windows.UI.Composition-Win32-Samples/tree/master/dotnet/WPF/ScreenCapture |
Awesome, thanks! I'll definitely ref this when testing :) |
Reference from how Stardust is currently doing this: |
This is now live on NuGet in v0.3.6-preview.7! See |
It would be nice to be able to mirror contents of a shared DXGI surface (such as ones provided by new screen capture APIs) into a render target-like texture.
Normally engines do it by exposing native pointer to the texture resource (and potentially a device too), so that users could call SharpDX or some other DX binding to do the copying manually.
The text was updated successfully, but these errors were encountered: