GameOverlay.Net
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Draw hardware accelerated graphics using our Direct2D1 renderer and create transparent click-through windows.
I have to load a lot of images (250+) for my overlay, and graphics.CreateImage is very slow, so i want to show a kind of load screen to the user,...
Exception thrown: 'SharpDX.SharpDXException' in SharpDX Using DrawImage(Image, Rectangle, Single, Boolean) or DrawImage(Image, Single, Single, Single, Single, Single, Boolean) Thanks in advance.
I wanted to be able to apply drawing effect for multicolor text in my overlay. I couldn't find a solution with the current API. I think this should be the...
Hi Michel. Thanks a lot for your work on this library. I really like it and it has been very helpful in different projects. I was wondering if you'd consider...
Example added on VB.net * Class that handles the Main functions of the Overlay. * Class "WinHelpersCore" To calculate: "Client Area" / "Mause Position on the client and on the...
I originally switched to creating a new `TextLayout` every time in the [text rendering methods](https://github.com/michel-pi/GameOverlay.Net/blob/master/source/Drawing/Graphics.cs#L1678 "Graphics.cs#L1678") because their was a little bug (either in mine or SharpDX code) which let...
The `ImageBrush` is able to be draw any kind of image (or just a part of it? and maybe scaled?) into any shape you chose. Example: Render an image in...
By using `GlyphRun` we could implement all kind of crazy text rendering stuff like mentioned in the title. But as always the documentation on this topic is terrible and it...
The current implementation is not very customizable and lacks the ability to scale which is required when using the same brush to draw different shapes
Is it possible to for example have a variable such as `public Graphics VisualGraphic;` then on DrawGraphics set this variable to e.Graphics so then at any point I can call...