Tag: Graphics Mode

Direct3D Retained mode sample

Over here I’ll shove in some basics, like coordinate systems, world and object coordinate systems, etc. For now I’ll assume you’re at least a little familiar with 3D programming. Blah blah blah, differences between immediate and retained mode, etc etc.

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Palettes, Gaming Concepts & Double Buffering in DirectX

Screen modes come in several flavours, based on how many bits are used to store the color of each pixel on the screen. Naturally, the more bits you use per pixel, the more colours you can display at once; but there is more data to move into graphics memory to update the screen.

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Graphics Library (graphics.h) Reference (part 3)

In the previous two posts (Graphics Library Reference part 1 and part 2) I have discussed few important functions of graphics.h library in C Programming. As promised here is the sample C language program which will demonstrate the use of graphics functions using C language and draw some geometrical shapes on the console. If you have followed the previous two posts the you will not find the source code difficult to compile and execute. If you still experience any problems using the source code or compiling the code the please do let me know, and I will try to figure it out.

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Graphics Library (graphics.h) Reference (part 2)

In the previous post I discussed few important functions mostly used to initialize and destroy the graphics mode in DOS environment. Today I will discuss graphics functions to draw different shapes and lines. So here we go by starting the line function which is most important function in creating any graphics.

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Beginning C++23
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