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Thread: DD/DX shouldn't be this slow...

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  1. #1

    Thread Starter
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    Join Date
    Jul 2000
    Posts
    225
    Hiyas,

    I've just converted a tile game over to Direct X/Draw because I'm sick of BitBlt's poor speed when dealing with transparent images. =) I've just got one of MS's DX8 SDK examples and modified it.

    However, the main dx blt loop is VERY very slow (and I have a Duron 800!)... I'm getting a poor FPS rate, when I shouldn't be, because all I'm doing is setting the source/target x/y's, and calling the blt function. What could be wrong with it? I've attached the source code.

    I've found that the problem lays somewhere within "For ZArray = 1 To Tactical.ZLevel" and "Next ZArray".

    I still haven't got a proper map working (I've switched from pure isometric, back to 2D tiles with an isometric perspective), so it may look a little odd...but all I'm concerned about is the performance!

    Just a note that I didn't include the background bmp, as it was too large, so the background won't be cleared for each blt loop.

    By the way, how do I make the transparent colour purple, instead of black?

    Thanks. =)

    -Git
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