Original Post
Alright; I''m trying to get back into programming and game programming (it''s been a couple of years) and I''m warming back up to DirectX by trying to write a 2D game. This means I''m using DirectDraw from DirectX7; please don''t tell me it''s obsolete, cause I know that. What I want to know is this:
How do I load a 32bit bitmap?
My old code uses this function call...
g_lpddsBackground = DDLoadBitmap(g_lpdd, "background1.bmp", SCREEN_RESOLUTION_X, SCREEN_RESOLUTION_Y);
I can''t find DDLoadBitmap documented anywhere in the DirectX archives, DX9 help files, anywhere on msdn.microsoft.com, no where. And so I tried to look into loading it myself but all I can find in Lamothe''s books (old and new), and online here at gamedev.net is a number of methods that all load 16bit bitmaps into a surface. That''s nice, but what if I want 32bit?
I guess then I have 2 questions:
1) Is loading a 32bit bitmap a simple change in the methods I''ve read about? Or is it awesome and mysterious and beyond my powers?
2) Should I just use 16bit bmp''s so people who have poor graphics cards or monitors can play my game?
As it is I may just go with 16bits so I can load them myself and know what''s going on (though DDLoadBMP compiles right now, I don''t know *what* library it''s in and since I can''t find it, I feel I can''t count on it).
As always, I really appreciate the input of everyone here. This is the best forum of any forum ever.