Files
Client/Library/dxx8/samples/Multimedia/DirectDraw/AnimatePalette/readme.txt
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

37 lines
1.2 KiB
Plaintext

//-----------------------------------------------------------------------------
//
// Sample Name: AnimatePalette Sample
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//
//-----------------------------------------------------------------------------
Description
===========
AnimatePalette demonstrates DirectDraw palette animation when in full-screen
on a palettized surface.
Path
====
Source: DXSDK\Samples\Multimedia\DDraw\AnimatePalette
Executable: DXSDK\Samples\Multimedia\DDraw\Bin
User's Guide
============
AnimatePalette requires no user input. Press the ESC key to quit the program.
Programming Notes
=================
For details on how to setup a full-screen DirectDraw app, see the FullScreenMode
sample.
To animate the palette on a palettized DirectDraw surface, call
IDirectDrawPalette::GetEntries to retrieve the palette colors. Then every
frame (or as often as desired) alter this array as needed, then set the new palette
by first calling IDirectDraw::WaitForVerticalBlank( DDWAITVB_BLOCKBEGIN, NULL )
to synchronize the palette change to a vertical blank, then
call IDirectDrawPalette::SetEntries.