quote:Original post by Kosh
ok, to clarify, I am loading all the sprites into display memory, so there is no system ram involved.
Also, yes, of course BltFast will have to lock the surface, cause what if DirectX decided to move it around (dont know why it would, but apparently, this is what you do if you want to draw to the surface, it says in the docs, lock the surface to get direct access to it). Hence if BltFast wants to get access to the surface, it will have to lock first, otherwise, how does it know the memory will remain where it is?
So, the question now, is how much faster is hardware blitting from video to video than software 32bit copies?
anyone else?
Not quite right. The first message inferred the locking penalty that we get when using DXSurface->Lock() which can be quite large. BltFast does not use this function before or after each blit like your friend implied. BltFast''s locking, being internal to the library, incurs no penalty worth noting.
The only worth while reasons to write your own blit would be RLEs, alpha, anti-aliasing etc...