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DDraw backbuffer problem

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I''m using DX5 for a platform scroller targeted at lower end machines. To gain some videomem, I decided to fall back to double buffering (it was using triple buffers at 640x480x16). But when I set backbuffers to 1 the screen gets messed up, resulting in some sort of delayed, interlaced display. I can''t figure out why this is happening while my setup code is quite plain and standard (it''s on my laptop so I can''t post it right now). Maybe one of you has experienced this as well and has a solution or other thoughts. Thanks in advance.

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Dunno about the samples, I don''t have any SDK installed as I use the header files that came with VC. Could this be a problem? Didn''t have any problems with it so far.
(I have the DX5 docs though, which leads me to thinking it has something to do with DDFLIP_WAIT / DDERR_WASSTILLDRAWING).
Well I''m going to do some more investigation, might be back soon

Tnx so far.

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I might be able to help if you can post some code.

Also, you can error Check like this:

Instead of:


//it''s not workin'', Pa!!!
return 0; //or whatever

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Ok, here's how I create the flipping chain (should be familiar):

memset( &ddsd, 0, sizeof(ddsd) );
ddsd.dwSize = sizeof( ddsd );
ddsd.dwBackBufferCount = 1;

//Create Primary Surface

ddrval = lpDD->CreateSurface( &ddsd, &lpDDSPrimary_, NULL );
if( ddrval != DD_OK )
return DXError( DXERR_INIT, "Create primary surface");
lpDDSPrimary_->QueryInterface( IID_IDirectDrawSurface3, (void**)&lpDDSPrimary );

DDSCAPS ddscaps;
ZeroMemory( &ddscaps, sizeof( ddscaps ) );
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
ddrval = lpDDSPrimary->GetAttachedSurface( &ddscaps, &lpDDSBack );
if( ddrval != DD_OK )
return DXError( DXERR_INIT, "GetAttachedSurface");

Note: with dwBackbuffer to 2, it runs flawlessly.
(edit: sorry, source tag screws up identation)

[edited by - Prototype on November 22, 2002 2:17:57 PM]

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