Okay, I have read up on both Device Dependent Bitmaps & Device Independent Bitmaps, but still unsure as to which one I should be using for my application. Right now I'm just using DDBs and everything works perfectly fine (no complaints or issues seen so far)
Ex:
Code:
deck_cards BITMAP Cards.bmp
Code:
HBITMAP cardsBmp = LoadBitmap(instance,"deck_cards");
Here is what I'm creating:
- A Win32 application.
- At this stage it is basically a solitaire game similar to the one supplied with Windows.
- All bitmaps will be stored in the program's resources.
- Bitmaps will range in type from 4-bits up to 24-bits.
- My application is only intended to run on a machine with 16-bit+ color depth support.

So, any reason I should not be using DDBs? Drawbacks? Potential problems of using DDBs? Why should I switch over to DIB?

Didn't really pay much attention to the problem until I read this from a Win32API Superbible I have (published way back in 1998):
All Win32 applications should use device-independent bitmaps,
because most of the functions that deal with DDBs are provided in Win32 only for compatibility with the
Win16 API. These functions may not be available in future versions of the Win32 API
P.S. Oh yeah, how are bitmaps stored in program resource? DIB? If so,when I use a i.e. LoadBitmap(). What is that doing? Is it converting my DIB->DDB?