• Advertisement
Sign in to follow this  

using old 2d graphics with a new pipeline

This topic is 2318 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

I am going to use old 2D graphics at a high resolution. The idea is to bring old 2D graphics to a higher resolution. I think it can be easily done with 1600x1280 now by using 64bit or 128bit variables and a big variable for the pointer to a directx surface like this:
unsigned long long *surface;
surface = (unsigned long long *)directdrawsurface;
..and then set the graphics accordingly with
surface[0] = RGBAcolor;

Share this post


Link to post
Share on other sites
Advertisement
If you intend on using old sprites at a higher resolution you do realize that they will need to be scaled? There isn't any magical trick to regain that res, even though there are decent methods that 'sort of' get there.

Share this post


Link to post
Share on other sites

I am going to use old 2D graphics at a high resolution. The idea is to bring old 2D graphics to a higher resolution. I think it can be easily done with 1600x1280 now by using 64bit or 128bit variables and a big variable for the pointer to a directx surface like this:
unsigned long long *surface;
surface = (unsigned long long *)directdrawsurface;
..and then set the graphics accordingly with
surface[0] = RGBAcolor;


yup works just fine.

highres_surface->Lock(NULL,&ddsurfacedesc,DDLOCK_WRITEONLY|DDLOCK_NOSYSLOCK,NULL);
//highres_surface->Lock(NULL,&ddsurfacedesc,DDLOCK_WRITEONLY,NULL);
unsigned long long *s = (unsigned long long *)ddsurfacedesc.lpSurface;
s[0]=0;
highres_surface->Unlock(NULL);

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement