Re: Accessing a locked surface



To jongware : don't worry, Color16 is a macro. But once again, even if I
just make a "*ptr = 0xff52;" to put the same color on every pixel, without
calculation, it'll be as slow. That's why I explained in my previous
messages it was not a matter of loop optimization. I can't do less than 1
line of code to put a pixel...

To Andy : I'm doing a classic 2D game, like there are many on the market. I
precise it's not a commercial project, just for fun. I'm doing a RPG like
Final Fantasy (the good old ones in 2D). And such games process alot of
effects (fading, transparency, fogs, pixellization, zooms, etc). It's pretty
common for such games. And I don't know how to make them without surface
locking, computing, and surface unlocking. Well, I guess that using Direct3D
to make calculations would make things much more complicated and would be
quite uncommon for a 2D game. Tell me, is Direct3D much more efficient than
DirectDraw ?

Regards,
Mark


.



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