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Existing interfaces and functionality MUST be preserved so as not to break existing code.ĬOM stipulates that you can't change an interface once it's been published, but it doesn't require you to continue supporting old interfaces into eternity. I wrote this nice little DirectDraw wrapper, where there's a class, CGraphics, which initialized DirectDraw and sets the video mode and has member that are the primary surface and the backbuffer, and functions that return the primary surface and the backbuffer. Quote:One of the fundamentals of COM, upon which DX is based, is that new functionallity and interfaces can be added. StretchRect is mentioned under "2-D Support" on the "What's New in DirectX Graphics" page.
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Quote:MSDN is maybe least helpfull of all It's probably fine for small numbers of sprites and screen-space stuff, but for particle effects and other cases where you'd have a lot of them, a single dynamic VB will be a lot faster. It's a 3D primitive wrapped to look like a sprite. Is it fast? Does it use the blitter without manually having to create a directdraw object? Quote:3 What about using the dx utility-library, especially DXSprite? I think you can safely expect it to use hardware blitting. Take a look at IDirect3DDevice9::StretchRect. If it's a 3D primitive, no, it'll go through the 3D pipeline, even if you specify transformed (screen-space) vertices. Quote:2 Does d3d9 use the hardware blitter in any way? for example when i make a square with vertices that are all in screen-space. Quote:1 Can d3d9 and directdraw coexist? If so, how do i initialize them to coexist?