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0:19We're goin' inα
0:19We're goin' inα
0:19We're goin' inα
2:10Recap on where we are
2:10Recap on where we are
2:10Recap on where we are
4:12Debugging image file formats 101, creating structured art
4:12Debugging image file formats 101, creating structured art
4:12Debugging image file formats 101, creating structured art
8:57Viewing the structured art in the debugger
8:57Viewing the structured art in the debugger
8:57Viewing the structured art in the debugger
11:35Changing the art to give better information
11:35Changing the art to give better information
11:35Changing the art to give better information
13:38Reverse engineering the byte order
13:38Reverse engineering the byte order
13:38Reverse engineering the byte order
16:55Why to know how to do this
16:55Why to know how to do this
16:55Why to know how to do this
19:09Shifting the alpha values to align with our pixel format
19:09Shifting the alpha values to align with our pixel format
19:09Shifting the alpha values to align with our pixel format
22:19Top-down vs bottom-up and filling the backbuffer
22:19Top-down vs bottom-up and filling the backbuffer
22:19Top-down vs bottom-up and filling the backbuffer
29:14Loading the actual test art
29:14Loading the actual test art
29:14Loading the actual test art
31:55Return relevant information about the bitmap
31:55Return relevant information about the bitmap
31:55Return relevant information about the bitmap
34:52Loading hero bitmaps
34:52Loading hero bitmaps
34:52Loading hero bitmaps
45:07Displaying hero bitmaps
45:07Displaying hero bitmaps
45:07Displaying hero bitmaps
46:10Debugging busted hero bitmaps
46:10Debugging busted hero bitmaps
46:10Debugging busted hero bitmaps
1:03:08Getting more info from the bitmap headers
1:03:08Getting more info from the bitmap headers
1:03:08Getting more info from the bitmap headers
1:07:37Q&A
1:07:37Q&A
1:07:37Q&A
1:08:10Stream spots a typo
1:08:10Stream spots a typo
1:08:10Stream spots a typo
1:08:40Stream spots another typo
1:08:40Stream spots another typo
1:08:40Stream spots another typo
1:09:09Will we stick to using bitmaps for the duration of handmade hero, or delve into the lands of PNG?
1:09:09Will we stick to using bitmaps for the duration of handmade hero, or delve into the lands of PNG?
1:09:09Will we stick to using bitmaps for the duration of handmade hero, or delve into the lands of PNG?
1:10:19What's the advantage to defining the bitmap header yourself instead of using Windows's?
1:10:19What's the advantage to defining the bitmap header yourself instead of using Windows's?
1:10:19What's the advantage to defining the bitmap header yourself instead of using Windows's?
1:11:04Are we converting our loaded images to a runtime texture format?
1:11:04Are we converting our loaded images to a runtime texture format?
1:11:04Are we converting our loaded images to a runtime texture format?
1:11:40Why not use a simple custom format for assets?
1:11:40Why not use a simple custom format for assets?
1:11:40Why not use a simple custom format for assets?
1:11:50PNG is lossless
1:11:50PNG is lossless
1:11:50PNG is lossless
1:12:37Are you going to do different blending modes than alpha blending?
1:12:37Are you going to do different blending modes than alpha blending?
1:12:37Are you going to do different blending modes than alpha blending?
1:14:10Should asset loading code be in the platform specific or independent code?
1:14:10Should asset loading code be in the platform specific or independent code?
1:14:10Should asset loading code be in the platform specific or independent code?
1:15:03Correction to alpha blending question: sub-pixel rendering
1:15:03Correction to alpha blending question: sub-pixel rendering
1:15:03Correction to alpha blending question: sub-pixel rendering
1:19:32When we get alpha blending, will we think about gamma correction?
1:19:32When we get alpha blending, will we think about gamma correction?
1:19:32When we get alpha blending, will we think about gamma correction?
1:20:37Will we be doing resampling to get bitmaps on screen with arbitrary sizes?
1:20:37Will we be doing resampling to get bitmaps on screen with arbitrary sizes?
1:20:37Will we be doing resampling to get bitmaps on screen with arbitrary sizes?
1:20:56Will Handmade Hero have Mordenkainen's faithful watchdog?
1:20:56Will Handmade Hero have Mordenkainen's faithful watchdog?
1:20:56Will Handmade Hero have Mordenkainen's faithful watchdog?
1:21:35Cool command line texture is homemade
1:21:35Cool command line texture is homemade
1:21:35Cool command line texture is homemade
1:21:43Are bitmaps going to be in an atlas file? *reminder on what kinds of questions to ask*
1:21:43Are bitmaps going to be in an atlas file? *reminder on what kinds of questions to ask*
1:21:43Are bitmaps going to be in an atlas file? *reminder on what kinds of questions to ask*
1:23:28I saw a height * (width - 1), should that have been (height * width) - 1?
1:23:28I saw a height * (width - 1), should that have been (height * width) - 1?
1:23:28I saw a height * (width - 1), should that have been (height * width) - 1?
1:26:56In tiles code, will the area where it's possible to move be imported in bitmaps too?
1:26:56In tiles code, will the area where it's possible to move be imported in bitmaps too?
1:26:56In tiles code, will the area where it's possible to move be imported in bitmaps too?
1:27:56You can simplify DrawBitmap() by changing MaxX initialisation to MinX+Bitmap->Width, same for height
1:27:56You can simplify DrawBitmap() by changing MaxX initialisation to MinX+Bitmap->Width, same for height
1:27:56You can simplify DrawBitmap() by changing MaxX initialisation to MinX+Bitmap->Width, same for height
1:29:00Why not embrace the inverted bitmap format?
1:29:00Why not embrace the inverted bitmap format?
1:29:00Why not embrace the inverted bitmap format?