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....
Felix