I am wondering why if I use double-buffering in my application, that is setting the back buffer count to one. I get serious flickering just for the IDirect3DSurface9 object. The steps I use to render it is first clear the z buffer, stencil buffer and the render target, then I go into Render2D function first, then do I copy surface, which copies a preloaded managed pool surface to the back buffer, the back buffer is retrieved earlier before. Then I go into the main render function which iterates all game objects, and lastly present it out to the screen, and all over again.
I tried to put the Render2D function within the BeginScene call and outside of it, both result in flickering.
Any ideas how to fix it
Thanks
Jack
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