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fluke

image tearing in direct x

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i''m doing a top-down game and the approach i took with this was simple, but apparently a not so efficient one. I have a huge bitmap that represents my ''world''. During game_init() I load the whole thing the a surface and as left, right, up or down are pressed, i simply move the ''viewable rectangle'' around. in other words, the direction requested determines the rect.top and rect.left and to get the right and bottom i just add teh screen with and screen height to the left and top coords respectiveley. when i run this full screen, i see waves (tearing), so i need to know how to solve this. my game isn''t tile based because each environment section is too unique to use general purpose tiles. that may be my downfall, but i wanted to get some feedback before i rethink my approach this time. would it help to split the entire bitmap into like 24 smaller ones? and if so, would i still load them all to the back surface at once? i think that would probaly have the same effect, but i''m not sure. thanks!

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Guest Anonymous Poster
Couple things to consider:

Are you using a back-buffer?

If you are, are you using g_primary->Flip()?

The V-Sync refresh coming during a blit operation causes tearing.

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I think your moving the wrong RECTangle, when you move the blitting RECTangle in DirectDraw you get that effect too.

-loadin it in pieces is more work, i'd say...

Tell me if it helped...

[edited by - pipo declown on September 14, 2002 6:52:50 AM]

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