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buffer darkening problem

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Hi there, I have a OffscreenPlainSurface ( D3DPOOL_DEFAULT, D3DFMT_X8R8G8B8 ) and I need to "darken" the whole surface. I copy the surface into temporary texture (and convert format to D3DFMT_A8R8G8B8), create render surface, assign the texture to poly with black diffuse color, set render state D3DRS_TEXTUREFACTOR to appropriate value, and render into render surface. Finally I copy the render surface back into origin offscreen surface. It works, but it's slow... What makes it slow, is the copying between surfaces. I tried D3DXLoadSurcaseFromSurface, or to access the memory of the surfaces directly, but both of this approaches are almos equal. Is there any better solution?

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