24 bit bitmaps & DirectX 5
Here''s the deal. I have a C++ project to make for my Project/Graphics Programming class. The project I decided to make is a very basic Zelda engine.
We do not have any DirectX lessons in these class but I still want to use it for my engine. (The course is mainly on MFC)
I already did a basic tile engine in Visual Basic. My only problem is with using DirectX. Since they only have DirectX 5 at school, I''m only allowed to use that.
My main problem right now is loading 24bits bitmaps into a DirectX surface. Can anyone point me to a good web tutorial or book that explains that?
In the WGPFD book, they only show how to use 8bit bitmaps. There is a part on loading 24bit bitmaps on a directdraw surface but it appears all green when I blit it to the screen...
I really don''t have much time to do that project. Any help would really be appreciated.
A really easy function you can use is DDLoadBitmap
LPDIRECTDRAW lpdd;
//Initialize Direct Draw
LPDIRECTDRAWSURFACE surface = DDLoadBitmap(lpdd, "filename.bmp", 0, 0);
This function creates the offscreen surface and loads the bmp into it
also there is DDReLoadBitmap, if you've already created the surface:
DDReLoadBitmap(surface, "filename.bmp");
The files, ddutil.h/.cpp, that contain these functions are somewhere in the DirectX SDK, if you have trouble finding them, email me and I will send them to you.
Good luck making Zelda
Edited by - atcdevil on November 4, 2001 10:36:36 PM
LPDIRECTDRAW lpdd;
//Initialize Direct Draw
LPDIRECTDRAWSURFACE surface = DDLoadBitmap(lpdd, "filename.bmp", 0, 0);
This function creates the offscreen surface and loads the bmp into it
also there is DDReLoadBitmap, if you've already created the surface:
DDReLoadBitmap(surface, "filename.bmp");
The files, ddutil.h/.cpp, that contain these functions are somewhere in the DirectX SDK, if you have trouble finding them, email me and I will send them to you.
Good luck making Zelda
Edited by - atcdevil on November 4, 2001 10:36:36 PM
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