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Member Since 17 Jun 2013
Offline Last Active Today, 05:10 AM

Topics I've Started

How to implement ui elements that extend beyond the window frame

23 October 2014 - 09:00 PM

Hey guys,


I'm writing the gui for my editor from scratch (C++, DirextX11, Win 7 and newer). Everything worked out pretty nicely up to this point, but there is one thing I can't get my head around. The unreal engine for instance can render ui elements like context menus, menu bar items and tool tips outside of the window frame. The first thought that came to my mind was to disable the visual representation of my native window and scretch it over the whole screen. And then scale the DirectX framebuffer to the same size and draw my own window element. And so I did and I was able to make every blank cleared part of my framebuffer transparent with the DwmExtendFrameIntoClientArea function. An obvious probem that occurs is that user input in the transparent regions is still routed to my window and not to the underlying elements. But even if I would solve this issue there is probably a more reliable and cleaner way.


Any ideas and/or suggestions are very welcome.



problem with my text rendering

25 September 2014 - 07:24 PM

Hey folks,


I have an issue with my text renderer and I'm trying to solve it for days now.

It's pretty hard to explain the problem. It's some kind of ghosting around my rendered text (text is rendered without aa).


But have a look for yourself.


Attached File  app_text.jpg   18.73KB   1 downloads

Attached File  pix_text.jpg   18.03KB   1 downloads


First one is an actual screenshot taken in the application (C++, Directx11, Windows), the second one is taken in pix.

As you can see pix can't output the ghosting in their debug rendering and shows the output i was expecting to see.


These are the things I already checked and shouldn't cause the issue.


- sampler is a point sampler

- no alpha blending applied

- uv offsets and size of the rectangle should be fine.

- font atlas looks alright (created with freetype, rendererd in monochrome = no anti aliasing)


If my explanations were to sparse just let me know.


Any ideas/suggestions are very welcome.