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Where Do put the graphics to avoid flickering?

 
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dnsi0
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PostPosted: Thu Feb 12, 2009 10:26 am    Post subject: Where Do put the graphics to avoid flickering? Reply with quote

In direct3d8, where would I render the graphics to avoid flickering?
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Jani
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PostPosted: Thu Feb 12, 2009 10:31 am    Post subject: Reply with quote

Double buffer..
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dnsi0
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PostPosted: Thu Feb 12, 2009 10:40 am    Post subject: Reply with quote

Direct3d Hook... Not making my own game.
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Jani
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PostPosted: Thu Feb 12, 2009 10:44 am    Post subject: Reply with quote

The rendering loop or w/e would you call it. Anyway the loop drawing all the stuff.
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dnsi0
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PostPosted: Thu Feb 12, 2009 11:57 am    Post subject: Reply with quote

Yea after which function T.T...

Cause Im not trying to overlay it with dx (cause I suck) so Im inserting GDI32 after a function. Present flickers, EndScene Flickers
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Jani
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PostPosted: Thu Feb 12, 2009 12:15 pm    Post subject: Reply with quote

Errrr.... I know nothing about GDI+D3D, but I'll guess. You're getting your DC with GetDC implemented in windows.h? How are you getting your DC? You might want to try IDirect3DSurface9::GetDC() from DX SDK.
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tombana
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PostPosted: Thu Feb 12, 2009 12:26 pm    Post subject: Reply with quote

EndScene should work I think. But you should use directx instead of GDI. The D3DX classes make it really easy to draw text and images and they are faster than GDI.
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dnsi0
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PostPosted: Thu Feb 12, 2009 12:45 pm    Post subject: Reply with quote

tombana wrote:
EndScene should work I think. But you should use directx instead of GDI. The D3DX classes make it really easy to draw text and images and they are faster than GDI.


... i suck horribly at DirectX ...

ANd Nope. Endscene still flickers alot.
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Flyte
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PostPosted: Thu Feb 12, 2009 1:32 pm    Post subject: Reply with quote

As long as you draw right after ::Present() there should be no issues. The flickering occurs because ::EndScene() is not a synchronous function. Either way, doing this in DirectX is preferable as previously mentioned.

[Edit: I think ::Present() is not synchronous as well. Since your function is GDI and not affected by the DirectX swap chain, you could try drawing on calls to ::BeginScene().]
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dnsi0
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PostPosted: Thu Feb 12, 2009 4:09 pm    Post subject: Reply with quote

Flyte wrote:
As long as you draw right after ::Present() there should be no issues. The flickering occurs because ::EndScene() is not a synchronous function. Either way, doing this in DirectX is preferable as previously mentioned.

[Edit: I think ::Present() is not synchronous as well. Since your function is GDI and not affected by the DirectX swap chain, you could try drawing on calls to ::BeginScene().]


Thanks. Ill try that. Whats the flickering caused by anyways ... Embarassed

Edit: I remeber some1 awhile ago made a overlay or claimed to make an overlay that used GDI32 that had no flickering on direct3d.


Last edited by dnsi0 on Thu Feb 12, 2009 4:46 pm; edited 1 time in total
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nwongfeiying
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PostPosted: Thu Feb 12, 2009 4:44 pm    Post subject: Reply with quote

I might be off-topic or on-topic, but the compiler takes sometimes 3 - 4 seconds to render the GUI of a .NET application (both in the compiler and when it's running). Why is that?
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lurc
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PostPosted: Thu Feb 12, 2009 5:20 pm    Post subject: Reply with quote

dnsi0 what happened to building that one driver then starting to actually learn C. Because from what I'm still seeing you suck just as much as you did before and you still don't know C. You should not be even trying this if you don't know how to use it Rolling Eyes especially with graphics and display...
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dnsi0
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PostPosted: Thu Feb 12, 2009 5:31 pm    Post subject: Reply with quote

lurc wrote:
dnsi0 what happened to building that one driver then starting to actually learn C. Because from what I'm still seeing you suck just as much as you did before and you still don't know C. You should not be even trying this if you don't know how to use it Rolling Eyes especially with graphics and display...


Im not using C. Im using delphi.
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