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Client/Library/dxx8/samples/Multimedia/DirectDraw/DirectSurfaceWrite/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

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//-----------------------------------------------------------------------------
//
// Sample Name: DirectSurfaceWrite Sample
//
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
//
//-----------------------------------------------------------------------------
Description
===========
DirectSurfaceWrite demonstrates how to write directly to a DirectDraw surface.
Path
====
Source: DXSDK\Samples\Multimedia\DDraw\DirectSurfaceWrite
Executable: DXSDK\Samples\Multimedia\DDraw\Bin
User's Guide
============
DirectSurfaceWrite 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 write directly on a DirectDraw surface first call IDirectDrawSurface::Lock
to obtain a pointer directly into the memory of the DirectDraw surface. While
the surface is locked, the surface can not be blted or flipped onto other surfaces.
The surface's pixel format will tell you the data format the surface stores pixels
in. Be sure to advance the surface pointer by the surface pitch instead of the surface
width, since the surface may be wider than its width. After the drawing is finished
call IDirectDrawSurface::Unlock to allow the surface to blt to other surfaces. See
DrawSprite() in this sample for an example of how this is done.