Re: Accessing a locked surface
- From: legalize+jeeves@xxxxxxxxxxxxxxxxx (Richard [Microsoft Direct3D MVP])
- Date: Thu, 24 Aug 2006 09:09:21 -0700
[Please do not mail me a copy of your followup]
"Mark Morrisson" <mark4@xxxxxxxxxxxxxxx> spake the secret code
<44ed71f9$0$21151$7a628cd7@xxxxxxxxxxxxxxxxxxxxx> thusly:
Ok, guys, I'll have a look at Direct3D. I heard that some developers were
used Direct3D to code 2D effects, but it seems quite uncommon to me.
It depends on who you ask; I have the feeling that more hobbyists are
still using DirectDraw because 2D graphics is just intuitive.
Everyone is used to (x,y) integer pixel coordinates from GDI and just
plain being a user of a GUI. 3D graphics is intrinsicly harder with its
transformation matrices and 4D coordinates (no, that's not a typo :-).
[...] I'm
surprised that no hardware acceleration can be found in DirectDraw and that
it wasn't even used anymore... All games aren't coded in 3D though. Think of
the Heroes of Might and Magic serie, for example.
DirectDraw still maps to hardware acceleration for the operations it
supports, but it supports far fewer operations than the 3D pipeline.
I wouldn't be surprised if some 2D pipelines are really emulations on
top of the 3D pipeline with a restricted command-set. The 3D pipeline
is really a superset of what the 2D pipeline gives you.
--
"The Direct3D Graphics Pipeline" -- DirectX 9 draft available for download
<http://www.xmission.com/~legalize/book/download/index.html>
Pilgrimage 2006, Saturday September 23rd: <http://pilgrimage.scene.org>
North America's Longest Running Demoparty
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