first off - im new to DirectX -
I got the basics down (kinda), but im trying to load a bmp that has a series of frames of animation into my game and it fails if the surface is bigger than 640x480 ,which is the size of my primary surface. Is that suppose to happen? and if so are there any work-arounds? I really dont want to have to make a separate surface for every frame.
Unfortunately, most hardware does not support surfaces which are larger than the primary. I believe there is a workaround though: It should work if you tell DDraw to put the surface in sytem memory (If i''m remembering correctely). There will probably be a bit of a performance hit, but it shouldn''t be too big.
TheGoop is on track, most hardware will have a hard time with "wide surfaces"(surfaces longer/wider than the primary surface). But you can help by setting the DDSCAPS2 flag, DDSCAPS2_WIDESURFACES when creating the wide surface. I''m also a newbie, so I know how you feel. Good luck!
If I remember correctly, u must force specify the surface to be in system memory.
There will be a *big* performance hit, unless, the surface you are bltting is small. Try using a full screen blt from system memory to vid memory (ie 640x480 pixels) and watch the frame rate DROP. (when doing parallex scrolling)