   Image blitting
  Hi everyone; I was debating sticking this in DirectX, as it relates to it, but I decided against it in the hopes that someone here, in this forum, could help.I'm making a program (hurr?) and I want to be able to blit images to a specified coordinate on the screen, then mathematically change the coordinate, and draw an image at the new coordinate, while simultaneously retaining the old coordinate's drawing (i.e., don't erase it).  Unfortunately, I've only been able to do so by drawing in every iteration of an 'if' statement (it's hard to explain, but you'll get it when you read it).My source can be seen here: http://pastebin.ca/1913496Before you tell me, yes, I know I need to work on my loops and if's an' elses ;)But can anybody help me with the main loop that's killing processors and causing boot times that seem eternal?Sincerely, SF15   
  First of all, you picked the correct forum to post this in. =)It depends on how you're rendering these images to screen. If you are using more than one buffer (which is pretty standard) then you will end up having to draw multiple instances of whatever image you need to repeat. Don't look on it as if you're stamping a piece of paper and you want that stamp left behind. Everytime you throw your background on that buffer, you're drawing over whatever else was there...so you'll have to draw the image and it's little trail (or whatever).If you're using a single buffer (i.e. never flipping buffers) then it *can* be treated as if you're leaving the image as a stamp behind on paper, but this will only work if 1. you're using a single-buffer system and 2. you don't want to draw ANYTHING else in the meantime.What I would do is just keep an aggregate list of the coords you want to blit your image to, then each render blit it to all of those places as needed.   