D3D is used not DirectDraw as DD misses alpha features. DirectX as OpenGL both run in 3D.
Its up to you to draw them in the correct order to have an optimized usage of the texture so that the graphic card hasn't to change texture all the time, although this change does not seem have any impact (at least as long as the whole data can be kept in graphics ram)
edit: I created a little benchmark to see if it is only my card or something. you will have to replace test.png, test1.png with 2 textures of the same size
Its up to you to draw them in the correct order to have an optimized usage of the texture so that the graphic card hasn't to change texture all the time, although this change does not seem have any impact (at least as long as the whole data can be kept in graphics ram)
edit: I created a little benchmark to see if it is only my card or something. you will have to replace test.png, test1.png with 2 textures of the same size
' This is a rebind test Strict SetGraphicsDriver GLMax2DDriver () Graphics 800,600,0,-1|HARDSYNC Local img1:timage = LoadImage ("test.png") Local img2:timage = LoadImage ("test1.png") Local t1:Int = MilliSecs () For Local i = 1 To 10000 Cls DrawImage img1, 200,500 Flip Next For Local i = 1 To 10000 Cls DrawImage img2, 200,500 Flip Next t1 = MilliSecs () - t1 Print "Test 1 abgeschlossen" Local t2:Int = MilliSecs () For Local i = 1 To 10000 Cls DrawImage img1, 200,500 DrawImage img2, 200,500 Flip Next t2 = MilliSecs () - t2 EndGraphics Print "T1: " + t1 + ", T2: " + t2 End