Summary
Without a doubt, this has been one of the longest chapters in the book. Hey, sue me! There was just a lot of material to cover. I could still keep going, but I want to leave some trees in the rain forest!
I've covered all kinds of stuff, including high-color modes, the blitter, clipping, color keys, sampling theory, windowed DirectDraw, GDI, and querying information from DirectDraw. Also, I'm done with the T3DLIB1.CPP|H library. You can check it out now if you want, or you can wait until the end of the next chapter when I go through each function.
In the next chapter, I'm going to take a break from DirectDraw for a bit (although it returns at the end of the chapter) and I'm going to cover some vector-based 2D geometry, transformations, and rasterization theory.
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