Legal Information
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Introducing DirectX 6.1
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DirectX Foundation
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DirectDraw
About DirectDraw
Why Use DirectDraw?
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Getting Started: Basic Graphics Concepts
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DirectDraw Architecture
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DirectDraw Essentials
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Cooperative Levels
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Display Modes
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The DirectDraw Object
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Surfaces
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Basic Concepts of Surfaces
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Creating Surfaces
Flipping Surfaces
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Blitting to Surfaces
Losing and Restoring Surfaces
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COM Reference Count Semantics for Surfaces
Enumerating Surfaces
Updating Surface Characteristics
Accessing Surface Memory Directly
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Gamma and Color Controls
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Overlay Surfaces
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Compressed Texture Surfaces
Creating Compressed Textures
Decompressing Compressed Textures
Transparency in Blits to Compressed Textures
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Compressed Texture Formats
Private Surface Data
Surface Uniqueness Values
Using Non-local Video Memory Surfaces
Converting Color and Format
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Surfaces and Device Contexts
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Palettes
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Clippers
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Multiple Monitor Systems
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Advanced DirectDraw Topics
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DirectDraw Tutorials
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DirectDraw Reference
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DirectDraw Samples
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DirectSound
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DirectMusic
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Direct3D Immediate Mode
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DirectInput
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DirectSetup
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AutoPlay
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Glossary
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DirectX Media