Original Post
I''m finally learning DirectX 8.0 programming, and I''m now learning about textures. with each new chapter in the book I''m reading, I just get more questions to arise.
I have a fullscreen application i want to run in 16 bit mode. However, I was going to use a 16 bit bitmap in the application but my image software doesn''t create that type of file. I may just decide to use 32 bit color in the end.
I noticed that one of the programs in the book uses a 24 bit bitmap and uses it in a 32 bit environment. So do I even need to worry if the file type matches the color mode? I''m confused about all this, and any information about bitmaps and color modes would really help.
somewhat off the topic, but I also want to develop a tile engine wuth Direct3D. In DirectDraw, I needed to blit the background first, then the foreground and finally flip the surface. But in Direct3D, it draws whatever I say relative to the position of the world and doesn''t care if I drew something first or last. How would I handle multiple layers in a tile map? If I put the first layer furthest from the viewpoint, I worry that the bitmaps will be scaled differently (shrunk) and that the top layer would be enlarged because it''s closer. I''m probably way off on how this is done, so just give me a quick explaination on how multiple layer tile maps work in 3D
Lastly, does anybody know of a good tile game in the GD Showcase that uses DirectX 8.0 Direct3D for the graphics?