DirectDraw/ DirectX

  • Thread starter Thread starter Tim Bücker
  • Start date Start date
T

Tim Bücker

Hello.

What is the best to use? DirectDraw from DirectX 7.0 or Direct3D from
DirectX 8.0 when the only thing one wants to do is to draw bitmaps fast on
the screen in fullscreen mode. I think DirectX 9.0 is not a topic in C#
right now when one wants to have fast access to DirectX as the type
libraries for visual basic that can be used in c# only exist in DirectX7 and
DirectX8, correct?

Searching the net I didn´t find really useful information.
Thanks for any information on this topic - little bit confusing to me.

Greetings,
Tim.
 
If you only want to draw bitmaps *without* scaling, rotating, transparency
effects, DirectDraw will be your friend, otherwise if you care about any of
the mentioned features you have to go for Direct3D.

Direct3D is sometimes simpler than DirectDraw but a big problem are the
limitations of the max. sprite size (texturesize), it can be 256x256 pixels
up to 4m x 4m on newer cards. some cards allow only texturesizes that are a
power of two or are quadratic.
 
cody said:
If you only want to draw bitmaps *without* scaling, rotating, transparency
effects, DirectDraw will be your friend, otherwise if you care about any of
the mentioned features you have to go for Direct3D.

Ok. Thanks for the info.
Greetings,
Tim.
 
Tim,

Managed DirectX is a part of DX9. The better forum to ask questions on
would be microsoft.public.win32.programmer.directx.managed
 
Managed DirectX is a part of DX9. The better forum to ask questions on
would be microsoft.public.win32.programmer.directx.managed

Thanks for the info.

Greetings,
Tim.
 

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