2009/1/27 Roderick Colenbrander <thunderbir...@gmx.net>: >> 2009/1/27 Massimo Del Fedele <m...@veneto.com>: >> > Any opinion about this one ? Could it be a good candidate for inclusion >> > in wine tree ? >> >> I have used this with StarCraft, running it with and without the DIB >> engine enabled. I find the environment variable makes it very easy to >> switch between them during testing, so I am for this (as well as being >> able to set the default option via the registry). >> >> My experience with the game is that it is actually slower and has a >> noticible stutter when compared to the non-DIB engine version. This >> does not mean that I am opposed to this going in, as I know that the >> blitting code is not yet optimised. In fact, I am for this to go in >> (provided that Alexandre accepts it). >> > > In the end a dib engine will help a bit for StarCraft but for StarCraft the > only proper way for hardware acceleration is to use the ddraw-gl backend in > combination with the right rendertargetlockmode. Some games can really use a > DIB engine though and that are games like Age of Empires I and II. Though in > combination with a DIB engine more changes are needed for optimal performance > (e.g. allow the DIB engine to directly draw into a ddraw surface without a > memcpy)
Sure, I wasn't expecting a speed boost here, because the implementation is essentially a proof of concept - hence me saying that the blitting code was not optimised . The game was functional; no noticible visual regressions, which is good. I haven't done any more testing yet. Another thing this should improve is the theme rendering for alpha-blended images, but likely not at the moment. - Reece