
Posted:
Feb 16, 2004 @ 8:53pm
by Volte6
Well, I'm using the framework, as suggested in .
In theory it SHOULD work, I'd think. I still feel like it has something to do with the way i'm passing the backbuffer pointer to the move() method in the ball object.
I kept getting weird errors that I didn't understand though, saying things like it couldn't convert a **CGapiSurface to a *GapiSurface or something like that. I'll be sure to cut/paste the exact errors when I get back to my home PC, though.

Posted:
Feb 16, 2004 @ 9:38pm
by ppcStudios
If you're doing all of your drawing from within ProcessNextFrame(), the Flip is don't automagically for you.
Rather than passing a pointer to the backbuffer each call, I would recommend that you store the Display pointer when you create your ball object and then acquire the backbuffer from Display on each call. That way you are sure you get the correct backbuffer each call.
Also, always get the result code on your GD calls. I'm sure I don't need to remind everyone that they are there for a reason. For example:
HRESULT hr = pBackbuffer->BltFast(...); if(hr != GD_OK) return hr;