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Doominic

Open gl vs Direct X 8 4 2d

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As I''m sure that everybody will point out, both API''s have the same functionality and using one over the other really won''t deal you any more benefit other than OpengGL''s multi-platform functionality, but you can also get DirectX wrappers for *nix platforms too...
BTW, technically, DirectDraw that was released for DX8 is unchanged since DX7 so you''d be using DX7''s functionality. It would be a better choice to acutally use D3D/OpenGL3D and billboard your 2D for more features and performance.

~S''Greth

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define better.
directdraw7 will most likely be quicker. yet it lacks some very basic functions. eg transparancy + sprite rotation(apart from IIRC 90 +180 270 degrees).

http://members.xoom.com/myBollux

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DD does have transparency
  
CSurface * pSurface = new CSurface;
pSurface->SetColorKey(RGB(0,244,0));

Look at the sdk examples for the DD UTILITY classes, they made a nice class wrapper for DD it is pretty spiffy too...
  
if(pSurface->IsColorKeyed)
m_pddsbackbuffer->blt(dst,pSurface->GetDirectDrawSurface(),src,DDBLT_WAIT | DDBLT_KEYSRC, NULL);




It went snap...

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Guest Anonymous Poster
Just wondering how DirectDraw is actually quicker?
~S''Greth

quote:
Original post by zedzeek

define better.
directdraw7 will most likely be quicker. yet it lacks some very basic functions. eg transparancy + sprite rotation(apart from IIRC 90 +180 270 degrees).

http://members.xoom.com/myBollux


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For Basic 2D, go with LPDIRECTDRAW7

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