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...

A simple DirectDraw sample

This is a very simple DirectDraw sample.   DirectDraw Sample Program (18.1 KiB, 8,500 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...

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...