there are really unlimited possibilities when it comes to game menus. Poor would it be to use Win Api Menus and gadgets... Although I agree, usually I am too lazy to implement supercool menus.
This is really where you can let your fantasy run wild. A cool menu.
I'd suggest to use alpha or addition blending - it may be a single surface system, or you could also simply use a couple of semitransparent sprites.
Buttons, icons and other graphics may be static or animated textures. Text can be done this way: create a texture for each Character from A-Z and 0 to 9 etc. Then instead of printing the text you would create a segmented plane where each segment may contains one character. (I use this eg. for permanent Score info etc.)
An other solution is to copyrect the entire text from the backbuffer to the texture, this also allows to use true type fonts, unlike the way described before.
This is really where you can let your fantasy run wild. A cool menu.
I'd suggest to use alpha or addition blending - it may be a single surface system, or you could also simply use a couple of semitransparent sprites.
Buttons, icons and other graphics may be static or animated textures. Text can be done this way: create a texture for each Character from A-Z and 0 to 9 etc. Then instead of printing the text you would create a segmented plane where each segment may contains one character. (I use this eg. for permanent Score info etc.)
An other solution is to copyrect the entire text from the backbuffer to the texture, this also allows to use true type fonts, unlike the way described before.