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Rendering

The rendering subsystem covers graphics initialization, drawing primitives, surface ownership, sprite composition, palette and color handling, text, frame assembly, and final presentation.

High-level operation

This section will explain how a frame moves from game and user interface state to the displayed image. It will be divided into graphics initialization, resource and surface management, scene composition, user interface drawing, presentation, lost-surface recovery, and shutdown.

Rendering behavior has not been mapped yet.

Code-level flow

This section will trace the graphics entry points and their call trees. It will record DirectDraw interfaces, object ownership, function arguments, coordinate systems, clipping decisions, layer order, palette behavior, frame timing, presentation calls, and error recovery.

No rendering call tree is documented yet.

Function table

AddressCurrent IDA namePrototypePurposeCall relationships and notes
No functions documented yet