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GDI resources

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My non-fullscreen DirectX Windows game requires a lot of small images to be loaded. Around 1000 images or more total gets loaded up into its own DirectX surface. Not all of them gets drawn, but around 90 % of them do get drawn per frame. So it''s probably not worth it to make an bitmap memory managment class. However, the problem is that the Stress utility of VC++ shows that the GDI goes down to 2-5%. And I get resource errors due to the GDI being starved. Is it possible to still load images but not have it use the GDI when using DirectX? E.g. load it into normal memory and then grab a GDI handle to draw it, then repeat with the same GDI or some other technique that would not take away so many GDI resources? RCode http://progui.tripod.com/codeedu

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Are you selecting it into a DC or loading onto a DirectDrawSurface? Selecting your loaded bitmap into a DC and doing blits that way is slow.

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