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Again the problem with 'flickering'

Posted:
Mar 4, 2002 @ 9:09pm
by Daywalker

Posted:
Mar 4, 2002 @ 11:23pm
by Dan East
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.
Dan East

Posted:
Mar 5, 2002 @ 7:27am
by Daywalker
Ah thanx, I'll try it out, I thought the 'Buffer' was always a backbuffer so I wondered how the flickering could appear.

Posted:
Mar 5, 2002 @ 10:45am
by Guest
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.

Posted:
Mar 5, 2002 @ 11:37am
by Guest
rotfl;)

Posted:
Mar 5, 2002 @ 12:11pm
by refractor

Posted:
Mar 5, 2002 @ 3:00pm
by Daywalker

Posted:
Mar 5, 2002 @ 5:20pm
by simonjacobs

Posted:
Mar 5, 2002 @ 8:23pm
by Daywalker

Posted:
Mar 5, 2002 @ 9:47pm
by Dan East

Posted:
Mar 5, 2002 @ 11:14pm
by Daywalker