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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Palettes
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Clippers
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Multiple Monitor Systems
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Advanced DirectDraw Topics
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Mode 13 Support
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Taking Advantage of DMA Support
About DMA Device Support
Testing for DMA Support
Typical Scenarios for DMA
Using DMA
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Using DirectDraw Palettes in Windowed Mode
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Video-Ports
Getting the Flip and Blit Status
Determining the Capabilities of the Display Hardware
Storing Bitmaps in Display Memory
Triple Buffering
DirectDraw Applications and Window Styles
Matching True RGB Colors to the Frame Buffer's Color Space
Displaying a Window in Full-Screen Mode
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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