Direct3D Retained mode sample

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.
Direct3D interfaces with the surface it is rendering to (e.g. screen memory, system memory) using an […]

A simple DirectDraw sample

This is a very simple DirectDraw sample.

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 be set up so that Visual C/C++ […]

Palettes, Gaming concepts, double buffering

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 […]

Direct X and its Components

“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 hardware devices.
The DirectX Foundation layer
Foundation […]