Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

PyroniaWatches

how do you create?

This topic is 5401 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

your own functions to Load a Bitmap map onto a surface and to blit one surface to another (namely the back_surface)? this is using DX7. I''ve already got the primary_surface with the back_buffer attached and ive initialized the window, ddraw, wtv. Thanks for any help

Share this post


Link to post
Share on other sites
Advertisement
If I remember correctly ( i havent't worked with dd7 in a long time ) you get DDSURFACEDESC with IDirectDrawSurface::GetSurfaceDesc() or something like that. In a dd surface description struct there is surface pointer , width, height and pitch of surface. You fill pixels row by row. Pixel at x,y of surface is :
((BYTE*) surfaceptr)[x*bpp + y*pitch]

BitBlt is done with BackSurface->BltFast(...).. or something like this. Find it in DXSDK help files.


[edited by - miodragsm on February 6, 2004 1:18:07 PM]

Share this post


Link to post
Share on other sites
Download the zip file in this tutorial and look at the source file ddutil.cpp there''s a function there to load bitmaps using windowz. And yeah you can use BltFast to draw it after you load it onto the surface, and then don''t forget to do all your flipping and stuff...

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!