Software rendering is fundamentally about drawing to a buffer and transferring it to the screen. However, low-level APIs complicate the initialization of rendering contexts.
On X11 systems, first create a Visual for pixel format, then a bitmap using XImage, followed by a Graphics Context to manage draw operations.
For Windows, start with a bitmap header to define the format, then create a Drawing Context Handle for bitmap selection; memory allocation is managed by Winapi.
In this tutorial, steps include initializing the rendering context, drawing to a buffer, transferring that buffer to the display, and managing memory cleanup.
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