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# DD Back Buffer

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m_red    122
Hello, I''m making a program using direct draw. In the program I bltfast a surface to the back buffer, flip, etc. My problem is that after I flip the image is still on the back buffer (it seems), so if I blt it, flip, and blt to a new possistion, instead of being one image (and having it move) there are two. I''m just doing basic stuff, like bltfast and flip. Is my code skrewed up or do I need to clear the buffer?

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SGreth    218
clear that back buffer!
unless the ''blur'' effect is what you''re looking for you should be doing the following.

while(GameIsRunning)clearBackBuffer();Draw();Flip();

~Rob

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Pipo DeClown    804
I think that if you specify a flag, somewhere, DirectX can do it itself.

.lick

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m_red    122
Ok, thanks.

I would have thought the tutorial I''m using would have told me that, it seems pretty necessary.

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You might try something like this, using the blitter to fill the screen with black. This is 8-bit code though.

void Surface::Fill (int nColor)
{
DDBLTFX ddbltfx;
DX_INIT_STRUCT (ddbltfx);
ddbltfx.dwFillColor = nColor;
lpSurface->Blt (NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx);
}

surface.Fill (0);

Jesus Saves