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Gf11speed

Colorkeying with GeForce3

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I recently purchased a GeForce3 video card, and the one of the first things I realized is that my game had dropped to 4 FPS! I narrowed the problem down and have come to a conclusion that the problem is my color keying/transparency. But why is this, since my old Voodoo3 card ran great with the settings the way they are. I am doing using the DirectDraw color key scheme... lpdds->SetColorKey(...), etc.. Does anyone know why, when I took out my old Voodoo3 card (which the game ran great on), and put in a GeForce3, that the game runs like this? Should I be changing my code for colorkeying/transparency, or what? Thanks.

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I''m wondering if you''re not doing something bad that the voodoo card was more forgiving with... Perhaps you''ve had some minor error all along?

Also, keep in mind that the gf3 might not give you huge increases in performance for directdraw (although dropping to 4 fps seems strange...). To really maximize the performance, take a look at the "2D in Direct3D" previously featured article.


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There must be a problem with your code, with my DDraw game running on my GeForce card I managed to squeeze out over 400FPS (No VSync) with colorkeying and alpha (Using the alpha code in GameDev). If u like d/l the DDraw7 version of my game and see how it goes.

I had a similar problem with SetColorKey(), if you do not use SetColorKey() on a surface, then Blit with the DDBLT_SRCCOLORKEY flag, the framerate will drop excessively to around 4-10FPS, though it wont return an error anywhere (!).

Also make sure u are using ->Blt(), not ->BltFast when u are blitting to the front buffer in Windowed mode, this will also drop the FPS drastically.

  Downloads:  ZeroOne Realm

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