Below printed code is 20 times slower then drawing a texture using texturemap. It simply copies the whole scrpic (type tagfimage) onto destpic.
Is this the limit or are there any further tweeks?

regards,
strangerranger

[pascal]

srcpic.Lock(0,r0);
destpic.Lock(0,r1);

x:=srcpic.patternWidth-1;
y:=srcpic.PatternHeight-1;
for i:=0 to x do for j:=0 to y do begin
ScrPtr:= Pointer(Integer(r0.Bits) + (j * r0.Pitch) + (i * 4));
DestPtr:=Pointer(Integer(r1.Bits) + (r1.Pitch * j) + (i * 4));
pinteger(destptr)^:=integer(scrptr^);
end;

srcpic.unlock(0);
destpic.Unlock(0);

[/pascal][/b]