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Form Flashing when Painting


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#1 blacken   Members   -  Reputation: 126

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Posted 15 December 2012 - 01:18 AM

Hi Guys,

Just wondering if someone would be able to shed some light on an issue i am having.

I am drawing a simply triangle and getting it to rotate around its axis.

However, when i re paint the screen it flashes as it repaints.

I have attached the code if anyone could shed some light on this problem.

Cheers
[source lang="csharp"]using System;using System.Collections.Generic;using System.ComponentModel;using System.Data;using System.Drawing;using System.Linq;using System.Text;using System.Windows.Forms;using SlimDX;using SlimDX.Direct3D9;using SlimDX.Windows;using System.Runtime.InteropServices;namespace WindowsFormsApplication1{ public partial class Form1 : Form { private Device device; CustomVertex.PositionColored[] vertices; public static RenderForm Window; // Window used for rendering. public static Device D3DDevice; // Direct3D device. public static VertexBuffer Vertices; // Vertex buffer object used to hold vertices. public static int time; // Used for rotation caculations. public static float angle; // Angle of rottaion. public Form1() { InitializeComponent(); // Initialize Direct3D } public void InitializeD3D() { // Create a new PresentParameters object and fill in the necessary fields. PresentParameters presentParams = new PresentParameters(); // Below are the required bare mininum, needed to initialize the D3D device. presentParams.BackBufferHeight = this.ClientRectangle.Height; // BackBufferHeight, set to the Window's height. presentParams.BackBufferWidth = this.ClientRectangle.Width; // BackBufferWidth, set to the Window's width. presentParams.DeviceWindowHandle = this.Handle; // DeviceWindowHandle, set to the Window's handle. // Create the device. D3DDevice = new Device(new Direct3D(), 0, DeviceType.Hardware, this.Handle, CreateFlags.HardwareVertexProcessing, presentParams); //D3DDevice = new Device(0, DeviceType.Hardware, Window.Handle, CreateFlags.HardwareVertexProcessing, presentParams); // Create the vertex buffer and fill with the triangle vertices. Vertices = new VertexBuffer(D3DDevice, 3 * Vertex.SizeBytes, Usage.WriteOnly, VertexFormat.None, Pool.Managed); DataStream stream = Vertices.Lock(0, 0, LockFlags.None); stream.WriteRange(BuildVertexData()); Vertices.Unlock(); // Turn off culling, so we see the front and back of the triangle D3DDevice.SetRenderState(RenderState.CullMode, Cull.None); // Turn off D3D lighting, since we are providing our own vertex colors D3DDevice.SetRenderState(RenderState.Lighting, false); } private static Vertex[] BuildVertexData() { Vertex[] vertexData = new Vertex[3]; vertexData[0].Position = new Vector3(-1.0f, -1.0f, 0.0f); vertexData[0].Color = Color.Red.ToArgb(); vertexData[1].Position = new Vector3(1.0f, -1.0f, 0.0f); vertexData[1].Color = Color.Blue.ToArgb(); vertexData[2].Position = new Vector3(0.0f, 1.0f, 0.0f); vertexData[2].Color = Color.Green.ToArgb(); return vertexData; } public void SetupMatrices() { // For our world matrix, we will just rotate the object about the y-axis. // Set up the rotation matrix to generate 1 full rotation (2*PI radians) // every 1000 ms. To avoid the loss of precision inherent in very high // floating point numbers, the system time is modulated by the rotation // period before conversion to a radian angle. Matrix world = Matrix.RotationY(angle); D3DDevice.SetTransform(TransformState.World, world); // Set up our view matrix. A view matrix can be defined given an eye point, // a point to lookat, and a direction for which way is up. Here, we set the // eye five units back along the z-axis and up three units, look at the // origin, and define "up" to be in the y-direction. Vector3 Eye = new Vector3(0.0f, 3.0f, -5.0f); Vector3 LookAt = new Vector3(0.0f, 0.0f, 0.0f); Vector3 Up = new Vector3(0.0f, 1.0f, 0.0f); Matrix view = Matrix.LookAtLH(Eye, LookAt, Up); D3DDevice.SetTransform(TransformState.View, view); // For the projection matrix, we set up a perspective transform (which // transforms geometry from 3D view space to 2D viewport space, with // a perspective divide making objects smaller in the distance). To build // a perpsective transform, we need the field of view (1/4 pi is common), // the aspect ratio, and the near and far clipping planes (which define at // what distances geometry should be no longer be rendered). float fov = (float)Math.PI / 4; float apsectRatio = (float)this.ClientRectangle.Width / this.ClientRectangle.Height; float nearPlane = 1.0f; float farPlane = 100.0f; Matrix projection = Matrix.PerspectiveFovLH(fov, apsectRatio, nearPlane, farPlane); D3DDevice.SetTransform(TransformState.Projection, projection); } private void Form1_Load(object sender, EventArgs e) { InitializeD3D(); } protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { D3DDevice.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); // Begin the scene. D3DDevice.BeginScene(); // Update the time and angle. time = Environment.TickCount % 1000; angle = (float)(time * (2.0f * Math.PI) / 1000.0f); // Setup the world, view and projection matrices. SetupMatrices(); // Render the vertex buffer. D3DDevice.SetStreamSource(0, Vertices, 0, Vertex.SizeBytes); D3DDevice.VertexFormat = Vertex.Format; D3DDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 1); // End the scene. D3DDevice.EndScene(); // Present the backbuffer contents to the screen. D3DDevice.Present(); this.Invalidate(); //this.Update(); } } class CustomVertex { //[StructLayout(LayoutKind.Sequential)] public struct TransformedColored { public Vector4 Position; public int Color; public static readonly VertexFormat format = VertexFormat.Diffuse | VertexFormat.PositionRhw; } //[StructLayout(LayoutKind.Sequential)] public struct PositionColored { public Vector3 Position; public int Color; public static readonly VertexFormat format = VertexFormat.Diffuse | VertexFormat.Position; } //[StructLayout(LayoutKind.Sequential)] public struct PositionNormalColored { public Vector3 Position; public Vector3 Normal; public int Color; public static readonly VertexFormat format = VertexFormat.Diffuse | VertexFormat.Position | VertexFormat.Normal; } } struct Vertex { public Vector3 Position; public int Color; public static int SizeBytes { get { return Marshal.SizeOf(typeof(Vertex)); } } public static VertexFormat Format { get { return VertexFormat.Position | VertexFormat.Diffuse; } } } }[/source]

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#2 blacken   Members   -  Reputation: 126

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Posted 16 December 2012 - 12:30 AM

Anyone out there help me out?

I believe that it has something to do with the speed at which the device clears the screen before painting the new one. If i put a breakpoint on the this.invalidate line and then hold f5 to just continue the program it works perfectly.

Looking at msdn and a few other things, the invalidate method has to wait for the messages or something to stop or you should make the messages or something stop, i personally have no idea, so i am hoping someone can help me. Once it get this problem solved i should be good.

Cheers guys

#3 blacken   Members   -  Reputation: 126

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Posted 17 December 2012 - 01:02 AM

Nevermind, I'm good.

Turns out that refreshing the matrices every draw doesn't quite work appropriately.




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