> Hmmm, strange, trying opaque doesn't fix it, nor does rendering to a window
> instead of fullscreen (as you suggested). But combining both changes does use
> DirectDraw and goes really really fast.

Sorry, I'll take some of that back. It turns out a difference between my
fullscreen and windowing code was that my fullscreen code was setting rendering
hints where as the windowing code wasn't.

If I run it fullscreen, opaque, without setting rendering hints it thru
DirectDraw (fast).

Setting the hint KEY_INTERPOLATION to any of
RenderingHints.VALUE_INTERPOLATION_* results in DirectDraw not being used for
scaling. Weird huh?

With KEY_INTERPOLATION set, opaque scaled drawImage()s are slow both fullscreen
and windowed. Where as I can't get bitmask scaled drawImage()s to go fast in any
setup.

regards,
Damon.

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