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7.6

Writing bits to screen in Direct Draw

Asked by Evlich in Windows Mobile (Pocket PC / Win CE) Operating Systems, DirectX Graphics & Game Programming

Tags: directdraw, screen, draw

I have an array of bytes which encode pixel values (they are palettized) and I want to draw this to the screen as fast as possible. Basically my function looks like this:

void __fastcall
draw(__int8* line, int lineCount)
{
// Line points to an array of bytes where each byte encodes 2 pixel values, e.g.
// line -> [0x0F, 0x52, ...] Is pixels 0,F,5,2
//           A single line of the array is guarnateed to be exactly 128 bytes (corresponding to 256 pixels)
// lineCount is the number of lines that the buffer points to
}

void __fastcall
endDraw()
{
// Once I accumulate 240 lines, I need the data to actually go onto the screen
// I'm using DirectX (DirectDraw) and am hoping that all that I have to do here is call flip on my primary surface.
}

If there is a better format for the data to be in, that can possibly be managed, but since the surface can only show 16 colors I was thinking that this would be a good format.

The target platform is going to be a PocketPC-type device which is the reason that I'm not using D3D.

Thanks in advance.
[+][-]05/22/07 06:43 AM, ID: 19133809Accepted Solution

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About this solution

Zones: Windows Mobile (Pocket PC / Win CE) Operating Systems, DirectX Graphics & Game Programming
Tags: directdraw, screen, draw
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Solution Provided By: thegilb
Participating Experts: 2
Solution Grade: A
 
[+][-]05/22/07 05:33 AM, ID: 19133288Expert Comment

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[+][-]05/22/07 06:34 AM, ID: 19133724Author Comment

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[+][-]05/31/07 01:39 AM, ID: 19186310Expert Comment

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[+][-]05/31/07 01:52 AM, ID: 19186364Expert Comment

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