Quote: "Thank you I did not know they were a wrapper class. I thought dark GDK was a library."
I didn't say they were a wrapper
class, just a wrapper. They're just functions that wrap the Direct X functions. How and where Dark GDK stores the information for each sprite, I don't know. But if you dig into the header file for images you'll find some functions that can lead you, by using Direct X structures and function calls to where the image data is stored. You'd still need to use some Direct X calls to manipulate the images. I wrote an Image class that encapsulates the Dark GDK functions and added most of the bitmap functions using Direct X functions.
I suspect that the sprites that Dark GDK uses involve keeping track of the UV co-ordinates and whatever transforms and positioning is necessary. However, I couldn't begin to guess at how or where that information is stored.
Lilith, Night Butterfly
I'm not a programmer but I play one in the office