Hi,
Oops, I didn't know about the option. It's running with GDI. But just
replacing the DDraw library sped it up. Probably depth conversion?
OpenGL don't work.
Hmm. No idea. SURFACE_GDI should be as fast as the old ddraw code, the
rendering is the same.
There is a registry key,
On 6/11/06, Stefan Dösinger [EMAIL PROTECTED] wrote:
Hi,
Oops, I didn't know about the option. It's running with GDI. But just
replacing the DDraw library sped it up. Probably depth conversion?
OpenGL don't work.
Hmm. No idea. SURFACE_GDI should be as fast as the old ddraw code, the
rendering
Am Samstag, 10. Juni 2006 01:40 schrieb Jesse Allen:
On 6/9/06, Stefan Dösinger [EMAIL PROTECTED] wrote:
Hi,
I just want to state, the patch is very helpful when you can't use
DGA. I just ran a test with Starcraft in multiplayer last night. Using
OpenGL is noticibly faster than
On 6/10/06, Stefan Dösinger [EMAIL PROTECTED] wrote:
Am Samstag, 10. Juni 2006 01:40 schrieb Jesse Allen:
On 6/9/06, Stefan Dösinger [EMAIL PROTECTED] wrote:
Hi,
I just want to state, the patch is very helpful when you can't use
DGA. I just ran a test with Starcraft in multiplayer
On 6/9/06, Stefan Dösinger [EMAIL PROTECTED] wrote:
This is a resend of my ddraw rewrite, with some modifications Alexandre asked
for. I removed the whitespace fixes from the files which are taken from the
old ddraw code(light.c, material.c, clipper.c, viewport.c, executebuffer.c,
ddcomimpl.h,
On 6/9/06, Stefan Dösinger [EMAIL PROTECTED] wrote:
Hi,
I just want to state, the patch is very helpful when you can't use
DGA. I just ran a test with Starcraft in multiplayer last night. Using
OpenGL is noticibly faster than non-DGA. So I hope that it will get
applied for 0.9.16.
Did you