--- Felix Nawothnig <felix.nawothnig(a)t-online.de> wrote:
R.T. wrote:
Besides actually writing pixels on the screen, these functions also convert between X's internal representation which is 24 bit in my case, since I am running X in 24 bits, and 8 bit as required for the DIB. So, I tried setting X's display depth to 8 bit, which actually made the game playable.
This leads me to conclude that the conversion between 8 and 24 bits, ties up many resources. I'm not quite sure how to proceed from here on though.
See
http://www.winehq.com/hypermail/wine-patches/2002/09/0251.html
and
http://www.winehq.com/hypermail/wine-patches/2002/09/att-0250/01-dib-engine....
The other thing you may be able to do is implement some caching so that the image doesn't get converted into a xpixelmap unless it's needed. I've got a patch somewhere that makes Arcanum under Cedega about 50 times faster using this method.
Felix
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