In reply to "Brian S. Julin" <[EMAIL PROTECTED]>
>
>You are missing that, when you do a setmode on the memory visual,
>you can choose your bit depth, and that the memory target uses 
>commonsense defaults for the pixel format.  So you will know exactly
>what format the memvisual is in, and you do not have to putpixel there,
>you can use directbuffer, and this is one of the rare cases where
>you are guaranteed to be able to use directbuffer.  If you choose 
>the memvisual in a high bitdepth, say 32, you would be able to do 
>lots of hi-res graphics which will be squashed down to the actual
>bitdepth of the real visual... but even with anti-aliased fonts, 
>16-bit should do just fine.  > 16-bit display users won't notice the 
>difference.

there is just one problem. say i render the letter "A" on the memory
visual, and that it has a different depth than the actual target. now,
every time i ggiCrossBlit, there will be color mapping overhead (which
doesn't happen if both have the same depth). if i render ten "A"s, i
will have ten times the overhead of mapping between different depths.

the ggiPackColors method doesn't suffer from that. once i render "A"
in a void* buffer, i can map it as many times as i want without having
to map the colors every time. in this case, ggiPackColors seems
faster. or am i missing something?

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