quote:Original post by LordElectro
My approach, on paper at least, works beautifully and will result in a perfectly platform independent *game* assuming u write an implementation of the graphics library for each API u want the game to run on. So about a week or so of work. I intend to stay away from Win API functions, except in the map editor, which for now will have to be Windows only, but boo hoo. Now, functions and stuff work fine, but when i want to pass data to a function through a structure, or receive such data, i cannot use the DirectX (or other APIs'') structures. This kinda ticks me off, because first off, i have to re-invent the wheel and make my own structures that are more or less the same as the DirectDraw ones. Then i have to write and more importantly, call functions that convert my graphics library structures to API specific structures. I was hoping there is a better solution for this, but no one has really jumped up and slapped me about my approach, so im guessing im forced to do this. It''s not terribly bad, since stuff like blt doesnt need structures passed to it, but it IS an annoyance.
LordElectro, it''s been a while since I''ve used DirectDraw, but what kind of structure do you need to pass to your DirectDraw graphics API? Can you give an example?
- Houdini