When your graphics card doesn't support source colorkeys than DirectDraw will emulate it in software. To do this in hardware you have to buy a graphics card which supports that.
VirtualNext
When your graphics card doesn't support source colorkeys than DirectDraw will emulate it in software. To do this in hardware you have to buy a graphics card which supports that.
VirtualNext
It's not possible to do in hardware when your hardware doesn't support it, that's life, but I guess it normally should support it.
CU
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Skullpture Entertainment
#40842461
BTW, does everything default to software emulation if your hardware
doesn't support it? I remember trying to to use Blt and DDBLTFX to do
some surface stretching, but the function failed on me, so I had to write
it myself to get around it. Should this also be emulated in software?
It was setup like this as I remember it:
ZeroMemory( &ddbltfx, sizeof(DDBLTFX) );
ddbltfx.dwSize = sizeof(DDBLTFX);
ddbltfx.dwDDFX = DDBLTFX_ARITHSTRETCHY;
// Stretch the test_surface to the entire back surface
back_surface->Blt(NULL, test_surface, NULL, DDBLT_DDFX | DDBLT_WAIT, &ddbltfx);
-Tank2k
quote:
does everything default to software emulation if your hardware doesn't support it?
No. There are some things that are just too slow in software to make it worth doing. Overlays are one example. For others, you'll have to check the DX documentation.
-Tank2k
However DirectX tells me it does not support source colorkey blts,
only dest colorkey blts!
Well, I really don't want to do this in software, as it would be
simply too slow. Does anyone have advice how I would do this? Is it
still possible in hardware (DirectX)?
-Tank2k