By Wendy Jones
This booklet is terrible. The code is superseded and more often than not it does not paintings. I needed to purchase it for a category and it used to be a nightmare. that will study DirectX your looking the net. i might write extra, yet i do not are looking to waist anymore time in this ebook that I have already got.
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Extra info for Beginning DirectX 9 (Game Development Series)
D3DPOOL_MANAGED. The resource is copied to the appropriate memory when needed. • D3DPOOL_SYSTEMMEM. The surface is created in system memory. • D3DPOOL_SCRATCH. Again, this is created in system memory but is not directly accessible by DirectX. PpSurface. This is a pointer to an IDirect3DSurface9 interface. This variable holds the reference to the surface after it is created. pHandle. This is a reserved parameter and should always be NULL. Next is a sample call to CreateOffscreenPlainSurface. This sample creates a surface that is 640 × 480 resolution and has the display format of D3DFMT_X8R8G8B8.
As you’ll recall from earlier, the back buffer is where you perform all the drawing. After the drawing to the back buffer is complete, you use the Present function to display its contents. The back buffer is created during the call to CreateDevice by specifying the BackBufferCount parameter in the D3DPRESENT_PARAMETERS structure. note Attempting to draw directly to the front buffer results in your graphics flashing and tearing. Graphics should always be drawn to the back buffer first, and then displayed using the Present method.
The front buffer is the surface that represents the viewable area of your game window. Everything that you can see within your application window is considered the front buffer or drawing area. In full-screen mode, the front buffer is expanded to fill the whole screen. The second buffer is the back buffer. As you’ll recall from earlier, the back buffer is where you perform all the drawing. After the drawing to the back buffer is complete, you use the Present function to display its contents. The back buffer is created during the call to CreateDevice by specifying the BackBufferCount parameter in the D3DPRESENT_PARAMETERS structure.