Awhile ago games that used 8bit colour tended to perform poorly in Wine when rendering on a 16 or 24bit display. This didn't affect all games, games that didn't need to redraw much of the screen performed alright.
I remember two major approaches towards fixing this - one was the use of OpenGL / WineD3D in Wine to handle DirectDraw calls:
The second, and I can't find any links for this at the moment, was using AIGLX / Compositing to do the depth translation / palette mapping within X
I stopped following these developments a few years ago. However, I now find myself with a new netbook (Ideapad S10e) wondering where these developments went. I've been unable to find anything on this newer than 2007.
Can anyone fill me in?
I remember two major approaches towards fixing this - one was the use of OpenGL / WineD3D in Wine to handle DirectDraw calls:
The second, and I can't find any links for this at the moment, was using AIGLX / Compositing to do the depth translation / palette mapping within X
I stopped following these developments a few years ago. However, I now find myself with a new netbook (Ideapad S10e) wondering where these developments went. I've been unable to find anything on this newer than 2007.
Can anyone fill me in?
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