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Fullscreen flickering

Started by January 15, 2003 05:42 PM
1 comment, last by theObserver 21 years, 10 months ago
A simple piece of code that I run every frame.The first time its run, I render a cube onto the back buffer. Then for every frame I just display the backbuffer on screen. static Done = false; if (Done==false){ Clear the backbuffer; DrawScreen(); Done = true; } Direct3D->Display(); //display the backbuffer. return turn; } this works fine while in windowed mode. But in full screen mode, I get a flickering semi transparent window, so I was wondering if anyone could tell me why?
You really need to draw it every frame.

What''s happening is that in window mode, it just copies the backbuffer to the screen. But in fullscreen mode, it either switches the backbuffer and the screen, so you end up with you image one frame, and garbage the second. Either that, or it discards the previous image entirly, and you end up with just garbage.
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Another semi related question. Whenever I try to use VC++6 breakpoins to debug my code, the computer just freezes or display an out of memory message and makes me reboot.I dont have this problem with windowed mode. This another fullscreen qurk?

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