I've been looking through the Xlib docs attempting to create a simple XWindows application. I'm able to get a window up and running, modify its background colour using pixel colours, etc.
Unfortunately, when I try and create a graphics content and render some of the primitives (Rectangles/Arcs etc) nothing is rendered.
I then built and ran the example here to make sure I wasn't missing something and it also just rendered the background with none of the primitives.
Can anyone explain what I may be missing here?
If it matters I'm running Fedora 23 on kernel 4.4.1 using Gnome shell.
You need to add event loop and move your drawing to occur after you receive expose event ( also make sure you set event mask when you create window or with XSelectInput call ). Likely the result of your drawing is disposed at some point and because you don't react to "window are is damaged, need to re-paint" notification all you see is window background
Take a look at this example
Related
I need to capture a snapshots/screenshots of the specific window (HWND) that is using HW acceleration and record them to a video stream.
While using BitBlt or PrintWindow I'm able to capture image data only if this window is not HW accelerated, else I'm getting a black texture.
Tried using User32.dll's undocumented DwmGetDxSharedSurface to get the DirectX surface handle. But it fails with an error:
ERROR_GRAPHICS_PRESENT_REDIRECTION_DISABLED - desktop windowing
management subsystem is off
(Edit: Fails for certain applications, i.e. "calculator.exe")
Tried using Dwmapi.dll's undocumented functions DwmpDxUpdateWindowSharedSurface and DwmpDxGetWindowSharedSurface. I've managed to retrieve what looks like a valid DirectX surface handle. (it's d3dFormat, width and height information was valid) Dx's OpenSharedResource was not complaining and managed to create a valid ID3D11Texture2D. Problem is.. all bytes are zeros (getting a black texture). I might be doing something wrong here or.. undocumented DWM functionas does not work anymore on Windows 10...
Edit: I'm able to get image data for some applications like Windows
explorer, Paint, etc, but for some like i.e. Slack i get all
zeros/black image.
Edit: When capturing i.e. VLC, I get this:
Question:
Is there any other way to capture image data of the HW accelerated window?
Note: I don't want to capture the entire desktop.
You can use PrintWindow with nFlags=2
Or use Magnification API (exclude windows)
Or try to hack dwm.exe.
I would like to access the whole contents of a Mac OSX screen, not to take a screenshot, but modify the final (or final as possible) rendering of the screen.
Can anyone point me in the direction of any Cocoa / Quartz or other, API documentation on this? In a would like to access manipulate part of the OSX render pipeline, not for just one app but the whole screen.
Thanks
Ross
Edit: I have found CGGetDisplaysWithOpenGLDisplayMask. Wondering if I can use OpenGL shaders on the main screen.
You can't install a shader on the screen, as you can't get to the screen's underlying GL representation. You can, however, access the pixel data.
Take a look at CGDisplayCreateImageForRect(). In the same documentation set you'll find information about registering callback functions to find out when certain areas of the screen are being updated.
I've been having problems and, after spending a week trying out all kinds of solutions and tearing my hair out, I've come here to see whether anybody could help me.
I'm working on a 3D browser plugin for the Mac (I have one that works on Windows). The only fully-hardware accelerated way to do this is to use a CAOpenGLLayer (or something that inherits from that). If a NSWindow is created and you attach the layer to that window's NSView then everything works correctly. But, for some reason, I can only get a specific number of frames (16) to render when passing the layer into the browser.
Cocoa calls my layer's drawInCGLContext for the first 16 frames. Then, for some unknown reason, it stops calling it. 16 seems like a very specific - and programmatic - number of frames and so I wondered whether anybody had any insight into why drawInCGLContext would not be called after 16 frames?
I'm reasonably sure it's not because I pass the layer into the browser - I've created a very minimal example plugin that renders a rotating quad using CAOpenGLLayer and that actually works. But the full plugin is a lot more complicated than that and I just don't know where to look anymore. I just don't know why drawInCGLContext stops being called. I've tried forcing it using CATransaction, it definitely gets sent the setNeedsDisplay message - but drawInCGLContext is never called. OpenGL doesn't report any errors either (I'm currently checking the results of all OpenGL calls). I'm confused! Help?
So, for anybody else who has this problem in future: You're trying to draw using the OpenGL context outside of the drawInCGLContext. There was a bug in the code where nearly all the drawing was happening from the correct place (drawInCGLContext) but one code path led to it rendering outside of there.
No errors are raised nor does glGetError return any problems. It just stops rendering. So if this happens to you - you're almost certainly making the same mistake I made!
I would like to write a program that can mirror a portion of the main display into a new window. Ideally this new window could then be displayed on an external monitor. I have seen this uiltity for a flightsim that does this on a pc (a multifunction display extractor).
CLick here for a screenshot of the program (MFD Extractor)
This would be a live window ie. constantaly updated video display not just a static graphic.
I have looked at screen magnifiers or vnc clients for ideas but I think I need to write something from scratch. I have tried to do some reading on osx programing but where do I start in terms of gaining access to the display? I somehow need to extract the graphics from a particular program. Is it best to go near the final output stage (the individual pixels sent to the display) or somewhere nearer the window management stage.
Any ideas or pointers would be much appreciated. I just need somewhere to start from.
Regards,
There are a few ways to do this:
Quartz Display Services will let you get access to the video memory for a screen.
Quartz Window Services (a.k.a. CGWindow) will let you create an image of everything that lies below a window. If you create a borderless, transparent, empty, high-level window whose frame occupies an entire screen, everything below it will be everything on that screen. (Of course, you could create a smaller window in order to copy a section of the screen.)
There's also a way to do it using OpenGL that I never fully understood. That technique is demonstrated by a couple of code samples, OpenGLScreenSnapshot and OpenGLCaptureToMovie. It's more or less obsoleted by CGWindow, though.
Each of those will get you an image that you can then show or write to a file or something.
To show an image, use NSImageView or IKImageView. If you want to magnify it, IKImageView has a zoomFactor property, but if you want nearest-neighbor scaling (like Pixie, DigitalColor Meter, or xScope), I think you'll need to write a custom view for that (but even that isn't all that hard).
Pardon my frustration. I've asked about this in many places and I seriously don't think that there wouldn't be a way in Windows 7 SDK to accomplish this.
All I want, is to capture part of a 'child window' ( setParent() ) created by a parent. I used to do this with bitblt() but the catch is that the child window can be any type of application, and in my case has OpenGL running in a section of it. If I bitblt() that, then the OGL part comes blank, doesn't get written to the BMP.
DWM, particularly dwmRegisterThumbnail() doesn't allow thumbnail generation of child windows. So please give me a direction.
Thanks.
It's been a while since I did any of this, so my explanation might be a bit vague, but from what I remember, the Windows doesn't "see" the OpenGL rendered inside the window.
What Windows does is create the window at the specified size and then "hands it over" to OpenGL for rendering. This means that you can't get at the pixels as rendered from the Windows side of the code.
When we wanted to capture the 3D we had to re-render the screen to an off screen bitmap which was then saved (or printed).
Obviously a whole screen capture (Print Screen) works because it's reading the final pixels.
I suggest that you:
Forget the Thumbnail part of the task (in terms of capture).
Calculate where your window is.
Capture full screen.
Excise the area you are interested in (using data from step 2).
Rescale to the appropriate thumbnail size.
Sorry, its more work, but it should work, which is better than what you have right now.
This may help:
http://code.google.com/p/telekinesis/source/browse/trunk/Mac/Source/glgrab.c?r=140
http://www.codeproject.com/KB/dialog/screencap.aspx
Also Java's Robot class (http://java.sun.com/javase/6/docs/api/java/awt/Robot.html#createScreenCapture%28java.awt.Rectangle%29)
I don't have access to the source code of any child window that may be open including the one with OpenGL