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# Bitmap Templates and Stuff

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Sigh... After a long exhausting road, I finally loaded my first bitmap. Here is the code I used:
  HDC compatible = GetDC(hwnd); HDC hdcMem = CreateCompatibleDC(compatible); ReleaseDC(hwnd, compatible); HBITMAP hbmNew = (HBITMAP)LoadImage(NULL, "boat.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE); HBITMAP hbmOld = (HBITMAP)SelectObject(hdcMem, hbmNew); BitBlt(compatible, 0, 0, 300, 300, hdcMem, 0, 0, SRCCOPY); 
I don''t really UNDERSTAND this all yet, but I just got it done and I''m too happy to think about it (If someone could explain the need for CreateCompatibleDC, I''d really appreciate it!) Anyway, seeing as how I haven''t really thought about it yet, but using the method I have used above, is it relatively easy to load templated bitmaps for animation sequences and stuff? Because I was hoping to do some kind of platformer and I was hoping to use templated bitmaps so that I dont end up loading 5-10 frames for a simple run cycle. In short, can I load and blit animation sequences from a templated .bmp with this method? thanks again Peon

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See, the thing is, you''re using GDI, which isn''t known for its speed. Although you may be able to do some bitmap wizardry and run an animation at a reasonable frame rate, you might want to consider switching to DirectDraw.

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Martee

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Ah okay... See, this is the kind of thing I wanted to know before I dive into an actual game Actually, I AM using DirectX (this part isn't but most of the code I have been experimenting with recently is) Is there some sort of directX function like LoadImage() that would give me good speed but be easy enough that I dont have to go too deep in the technical stuff?

EDIT: Well, I did a little research on old topics to find out a little more... It seems like most people suggested the function:

Is this something that is something that I should look into (and reasonably painless)?

Edited by - Peon on August 6, 2001 12:46:37 AM

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