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ok I am looking for a tad of code illustrating how to do something. To speed things up, I want a certain image to be drawn already, and not at every Timer interval. I know I can use a normal TBitmap and then switch to the canvas and use Release, but that slows things down ALOT. So, I was thinking of adding an item to my DXImageList and create the offscreen thing there. Now my problem is: How do I manipulate that DIB property? TiA.

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You can create a TDirectDrawSurface, and then draw on that as you would normally, then in each frame you can call the surface''s Draw method with your DXDraw.Surface as the destination surface parameter (or the DrawAlpha, etc. methods). Off the top of my head:

To create the image:
MySurface := TDirectDrawSurface.Create(DXDraw.DirectDraw); //can''t remember the exact params
MySurface.SetSize(Width, Height);
// Draw stuff on MySurface by drawing on it as normal

Then to draw your surface onto the backbuffer:
MySurface.Draw(DXDraw.Surface, X, Y); // Again, I can''t remember the exact params

Of course you must remember to free the surface when you''re finished with it or the form is destroyed.

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