> That's indeed the reason. Simple fix is to set the rendertarget usage also > for ddraw offscreen surfaces.Not sure if there are any possible sideeffects > of this, but until now i haven't seen any. That looks a bit more complex. I changed the way ddraw and WineD3D interact some time ago, but I didn't update the palette code for that change. I think I have to re-write the palette setting code, it's pretty crappy ATM.
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