DirectDraw over Direct3D

Jesse Allen the3dfxdude at
Mon Dec 5 21:08:47 CST 2005

On 12/5/05, Roderick Colenbrander <thunderbird2k at> wrote:
> Atleast on my system StarCraft was really unplayable while the game is
> supposed to run on a 20x slower system (pentium90). Perhaps the problem is
> video driver related as I think the issues are less severe for Ati users.
> (thought I heard this but not sure)

Well I am using a 1.9 Ghz Athlon XP Barton 2600+ with an ATI 9200 with
DRI.  Don't know if it makes a difference.

> The code won't work for cards without hw accelerated opengl but note that
> most cards these days have opengl support. A simple Riva TNT is already
> quite old but is still supported on Linux and it should do a fine job only
> it can't handle the palette conversion. I haven't tested performance much
> using Mesa, I could try that soon using some games but it doesn't have to be
> slower than the current code as Mesa uses Xlib too in the indirect case. In
> general about all cards these days have some form of opengl support (intel,
> via, ati, nvidia, ..) perhaps only the latest S3 GPUs and perhaps some sis
> ones (thought some have drivers) lack support. Note that cards don't need
> much functionality at all as OpenGL is only for the uploading of textures
> and the rendering of them.
> I think the patch is a reasonable solution to work around various depth
> conversion problems. For sure it is the fastest way for the conversion as
> the videocard basicly does it for free. On my system StarCraft and the
> Command&Conquer series (although they crash quite quickly due to threading
> issues) felt a lot faster, I think that the speed is close to that of DGA.
> Roderick

Yes, it is a reasonable solution for todays machines which should all
have some kind of opengl acceleration support.

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