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Again the problem with 'flickering'


Again the problem with 'flickering'

Postby Daywalker » Mar 4, 2002 @ 9:09pm

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Postby Dan East » Mar 4, 2002 @ 11:23pm

Buffer is not always a backbuffer. That is hardware dependant. On some devices GXBeginDraw returns a pointer directly to the display hardware buffer. Any modifications are displayed immediately.

There shouldn't be any flickering unless you are clearing the display and then filling it. If you must draw in that fashion, then use your own backbuffer, and blit the whole thing out to the display at once. For scrolling games it is best to blit to the display in the same orientation as the display hardware. That will eliminate diagonal tearing that would result otherwise.

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Postby Daywalker » Mar 5, 2002 @ 7:27am

Ah thanx, I'll try it out, I thought the 'Buffer' was always a backbuffer so I wondered how the flickering could appear.
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Postby Guest » Mar 5, 2002 @ 10:45am

You refer to it as a 'Buffer' but it isnt described as a buffer anywhere. The docs say:

GXBeginDraw

Return Values
Pointer to start of display memory, or NULL if the display cannot be locked.

The only reference to a buffer is the variable name in your code segment. You could call the variable Elephant and it would work fine, but it doesnt make it a pointer to an elephant.
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Postby Guest » Mar 5, 2002 @ 11:37am

rotfl;)
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Postby refractor » Mar 5, 2002 @ 12:11pm

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Postby Daywalker » Mar 5, 2002 @ 3:00pm

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Postby simonjacobs » Mar 5, 2002 @ 5:20pm

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Postby Daywalker » Mar 5, 2002 @ 8:23pm

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Postby Dan East » Mar 5, 2002 @ 9:47pm

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Postby Daywalker » Mar 5, 2002 @ 11:14pm

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