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Microsoft Direct-X Programming

Direct3D Retained mode sample

Posted on October 7th, 2008 0 Comments

Over here I’ll shove in some basics, like coordinate systems, world and object coordinate systems, etc. For now I’ll assume you’re at least a little familiar with 3D programming. Blah blah blah, differences between immediate and retained mode, etc etc. Devices Direct3D interfaces with the surface it is rendering to (e.g. screen memory, system... 
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A simple DirectDraw sample

Posted on October 6th, 2008 5 Comments

This is a very simple DirectDraw sample.   DirectDraw Sample Program (18.1 KiB, 1,065 hits) Setting up DirectX under Visual C/C++ I most likely won’t be doing DirectX development under Watcom or Borland C/C++ or Delphi or VisualBasic etc; so if you want such info included here, you’ll have to send it to me. Firstly, the directories must... 
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Palettes, Gaming concepts, double buffering

Posted on October 5th, 2008 0 Comments

Screen modes come in several flavours, based on how many bits are used to store the color of each pixel on the screen. Naturally, the more bits you use per pixel, the more colours you can display at once; but there is more data to move into graphics memory to update the screen. 1,2,4 and 8 bit “indexed” modes (8 bit is the most popular and is better... 
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Direct X and its Components

Posted on October 4th, 2008 0 Comments

“One of the main purposes of DirectX is to provide a standard way of accessing many different proprietary hardware devices” DirectX is comprised of application programming interfaces (APIs) that are grouped into two classes: The DirectX Foundation layer The DirectX Media layer These APIs enable programs to directly access many of your computer’’s... 
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