_window.Native.Win32.Value.HwndColor.Transparent? that doesn't work (in my experience Color.Transparent is anything but transparent), you'll have to manually set the alpha value to 0object[] is equivalent in functionality to void*[]
TransparentFramebuffer on1.0 for the color won't work, if you want a partially transparent framebuffer make sure to set r, g, and b to 0options.PreferredBitDepth to (8, 8, 8, 8)` (or more if you want, this is just for testing purposes)MOUSE_PASSTHROUGH and sorta force it into the window hint, but I wouldn't recommend doing that at allglfw.WindowHint((WindowHintBool) IntValueOfMousePassthrough, true);window.create, and I don't believe there's any way to give it your own window hints eitherglfwSetWindowAttrib during runtime, so that's one problem solved.Glfw object stored in the GlfwWindow
_window.Native.Win32.Value.HwndColor.TransparentColor.Transparentobject[]void*[]TransparentFramebufferoptions.PreferredBitDepthglfwWindowHint(GLFW_MOUSE_PASSTHROUGH, GLFW_TRUE);MOUSE_PASSTHROUGHif you really wanted to you could manually replace the glfw files with ones for 3.4 and then find the integer value of MOUSE_PASSTHROUGH and sorta force it into the window hint, but I wouldn't recommend doing that at allglfw.WindowHint((WindowHintBool) IntValueOfMousePassthrough, true);window.createglfwSetWindowAttribGlfwGlfwWindowAdded GLFW_MOUSE_PASSTHROUGH window hint for letting mouse input pass through the window (#1236,#1568) glClearColor(0.0f, 0.0f, 0.0f, 0.0f);