Direct draw off-screen surfaces

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1 comment, last by Gilzu 22 years, 8 months ago
three questions, it''s important to me people, cause i was just about to give up 1. when i load my sprites, do i need to load all of them to the off screen (ddraw) surface? 2. is it possible (i just imagine this as more programmatically effective) to load each sprite to it''s own surface? or each group to it''s own surface? (i.e. each character sprites in its own surface?) 3. how many video memory do i have? i mean, for saving sprites. 4. and most importantly, what happends when you try to create a surface bigger than the available video memory? think that the game wont work if the user dont have enough mem? or worse, each time blit twice (hbitmap -> offscreen surface -> back surface)? Gil Micro$oft beta testing: "Does the splash screen works? SHIP IT!!!"
[email=gil@gilzu.com]Gil Zussman[/email]Check out Goose Chase, Coming this fall!http://www.gilzu.com
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1. do either, whatever is best for your specific game. I prefer to load all the frames of a sprite onto one surface.

2. both are possible

3. you can use as much memory as you want, if you run out of video space, it uses system memory. To check how much video memory you have, check the DD_CAPS

4. it uses system memory
Thanks alot man

Micro$oft beta testing:
"Does the splash screen works? SHIP IT!!!"
[email=gil@gilzu.com]Gil Zussman[/email]Check out Goose Chase, Coming this fall!http://www.gilzu.com

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