I'm not so sure whether we can help it, if Aero is enabled you're actually running your user interface on DirectX. The game does that as well so I think that DirectX gets confused on which screen it needs to capture, the buffers from Aero of the buffers from the game. It will take the one from Aero which are currently black...

But that's just me guessing, no certainty.


It is a mistake to think you can solve any major problems just with potatoes.
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