So what if you want to display a bitmap at 1/2 the ordinary size? Or twice the ordinary size? You'd need to ZOOM, wouldn't you? Well, zoom through this tutorial and you'll be zooming in no time! (WEAK!)
Dim Zoom as Single
BackBuffer.Blt DestRect, Ship(Facing), SrcRect, DDBLT_KEYSRC Or DDBLT_WAITWith DestRect
All you have to do is multiply the size of the destination rectangle by some fraction and the
"BackBuffer.Blt" function will handle the stretching of the bitmap to fit the size you give it.
Just multiply the size of the sprite by the "Zoom" variable to obtain this effect. If you alter
the "Zoom" variable below 1, you will be zooming out (making your sprite smaller), if you alter
the "Zoom" variable above 1 you will be zooming in (making your sprite larger).
.Bottom = 60 * Zoom
End With
.Left = 0
.Right = 60 * Zoom
.Top = 0
Have a look at my DirectX 7 sample project to see it in action.