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DIRECTX 7: DirectDraw

Welcome to the DirectDraw tutorials section, This section of DirectX 7 tutorials cover DirectDraw - the 2D Graphics component, using DirectDraw you can setup lightning fast 2D games using a vast array of graphical effects and tricks; there is simply no other choice for 2D games in visual basic.

The following list contain the available tutorials, a brief description and a rating - pay particular attention to the rating, trying things beyond your capability may prove foolish.. but then again, you do need to push yourself if you want to succeed.



Fullscreen Mode Getting started with 2D graphics in a fullscreen environment
EASY
Windowed Mode Using 2D graphics in a standard windows environment
EASY
Driver Details How to retrieve information on the graphics drivers

EASY

Flipping Chains How to optimise and understand the flipping processes the DirectDraw employs
MEDIUM
Using Resource Files How to load graphics from a VB resource file
MEDIUM
Enumeration An introduction to enumeration
MEDIUM
Drawing Primitives How to draw lines, points and shapes in DirectDraw
MEDIUM
Palettes An example of 8 bit palettised mode, and effects that can be achieved
MEDIUM
Loading JPEG and GIF files A method of loading compressed picture formats into DirectDraw surfaces
MEDIUM
Tile Engines How to use DirectDraw to make a simple 2D tile engine
MEDIUM
Scrolling Backgrounds How to separate a large surface into several smaller surfaces, and then scroll them as one.
MEDIUM
Drawing Text A guide to drawing text on DirectDraw surfaces
MEDIUM
Animation An introduction to animation in 2D using DirectDraw
MEDIUM
Transparencies How to use transparent sprites in DirectDraw
MEDIUM
Combining Techniques Combining several of the techniques already discussed we can make a logo program.
MEDIUM
Gamma Correction How to alter the way colours are represented on the monitor using hardware
HARD
Alpha Blending with VBDABL Alpha blending with DirectDraw and a custom library (by David GoodLad)
HARD
Memory Access Manipulating the raw pixels of a surface
HARD
Memory Access Library Using the previous tutorial we extend this to include special effects
HARD
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