Hello guys,
I developed a small(very simple) 2D game last summer, and I remember I had to use a temporary output for the Drawing/Graphics, and then whole Output draw at once(like one bitmap) so that I avoided "FLICKER PROBLEM".
Now, I am trying to get into 3D programming and want to ask, if there could be the same problem, because when my SpaceShip is moving I think its not so smooth as it should be and that it might be the same issue with Drawing something on something else and therefore cause flickering.
I am using Direct 3D to render scene.
Thx.
Peto

Flicker in Direct3D application ???
Guru
KodHedZ
KRISHNA GUPTA
Doesn't look like there is much wrong with your begin/end/draw code.
Couple of reasons I've seen flicker:
Depending on your render loop you need to set the windows styles so that the painting doesn't happen from windows. If you use the dxut framework this will be done for you.
If you have any other apps running that use DirectX (e.g. the one that got me was topdesk) I would see an occasional flicker from that.
But 'flicker' means a lot fo things to a lot of people. Is it actually disappearing fully or partially for a whole frame Is the movement not smooth, is the animation not smooth
Since you have fraps maybe you could capture a movie and post it somewhere for us to look at. It might help diagnose it if we can see the flicker ourselves.
David mentioned running the sample apps - if they also show flicker then it may be an external reason.
MikeT49
I hope this helps.
Take care.
RC_SSIS
No, I am going for a 3D game, though there is a static view in the game...
Also I changed loading mesh with D3DUSAGE_DYNAMIC flag and its the same.
When the ship(it does have like 500 vertexes) moves a bit quicker , you can see it flicker and its not smooth.
SM_G
No samples run pretty fine....
I am converting to DXUT - having still some probs, but that should be mended soon...and I will see...
The animation was not smooth...it was kinda jerky...well I'll see after the transfer to DXUT
loydmoseby
Hello thank you...I am clearing the back buffer as follows and this is the main structure of painting:
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
Device->BeginScene();
// Draw sprites in the game_pGame->DrawSprites();
Device->EndScene();
Device->Present(0, 0, 0, 0);
b
But. I do not have many things, just 2 objects -moving rotating and its "slowpoking" when I set frames eg to 30 per secong, fraps show me just 22 and so on, but when I am not stopping it to have specific FPS I get to 600 FPS....
And the movement its not so smooth, when I programmed in 2D, solution to flicker was using a TEMPORARY output, where u drawed everything and then at the end you drawed TEMPORARY output on the screen as one bitmap.