> 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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