However, I already have access to the clipboard and the data formatted (it's a CF_DIB)
What I need to know it's what you're saying about copying the data to the texture using lock()/unlock()
Have any example or could point me out to one?
Thank you!
I have certain data in memory and formatted as a Device Independent Bitmap (DIB), specifically said data is on the clipboard memory. What I need to achieve is a way to use that data as a texture and apply it to a previosly displayed ...
I haven't managed to find a way to create the Screenshot without the background, so I turned it white wich is more "image-like" and suits my needs better.
As for copying said screenshot to the clipboard, here's a link to the sources I used for that ...
Actually I was looking for that method (renderTargetToTexture) since I've seen some people mencioning it on the forum, but couldn't find a code snippet where it shows usage, and I've tried and failed epicly by my own.
However, I do need the image outside Irrlicht in two ways: 1. An image ...
I have a big question regardings screenshots and I can't seem to be able to find any related post in here (if there is one, then by all means please point it to me).
The situation that I have is the next:
I have a rendered scene on screen (just a bunch of models loaded onto a parent ...
Ok, I'm gonna try explaining myself (story of my life :P)
I have an event receiver that I use to handle ALL gui events, that's the one I set to the Device. My derived gui elements have as a parent the rootGuiElement so the eventreceiver can get all of those inputs. If, by making the derived gui ...
I don't want to create another thread for the same problem so I'm posting in here:
Can somebody explain to me how to make my derived GUI element modal? I've been reading through the source and I can't seem to find a method or anythin; I also saw that Niko said that it's just a matter ...
This is a revised version of my last code to scale a Node. On the previous code, the scaled node won't keep the proportions and thus would look like crap! So, here's a new version that DOES keeps the proportions of the mesh.
void ask_for_code() { if (code==updated_version) std::cout<<"Thanks dude!!"<<std::endl; else { std::cout<<"Can you post the updated version? \n it would be of much help to me! \n Thanks!!"<<std::endl; } }