Problem with Fill Rect

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3 comments, last by Rocko 18 years, 6 months ago
Hi, im new here. I am having some problems with the fill rect function in SDL. If I run the program in fullscreen the screen flashes a lot but if i run it windowed it works just fine. I dont know if the problem is the fill rect function or something else, i would appreciate if you could help me. Thanks.
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Try using a double buffer in fullscreen mode, and see if that corrects the problem.

To do this or in the SDL_DOUBLEBUF flag when you make the call to SDL_SetVideoMode. You'll need to call SDL_Flip instead of updating the screen surface though.
Im already using DOUBLEBUFFER. Could it be something else?
Hmmm

Weird if it's bug only in full screen mode but.... make sure SDL_Flip is really called at the very end of the calculation and when you are ready to swap the buffers.
//This is the function we call from the gameloop every cicle:

void CTetris::Draw()
{
bool bEsPieza;

SDL_Rect rectFondo;
rectFondo.x = (ANCHO_VENTANA / 3) + 18;
rectFondo.y = 85;
rectFondo.w = 191;
rectFondo.h = 388;

SDL_Rect rectLineas;
rectLineas.x = 500;
rectLineas.y = 103;
rectLineas.w = 50;
rectLineas.h = 20;

SDL_FillRect(sfcScreen, &rectFondo, SDL_MapRGB(sfcScreen->format, 0, 0, 0));
for (int i = 0; i < ALTO_TABLERO; i++)
{
for (int j = 0; j < ANCHO_TABLERO; j++)
{
bEsPieza = false;
int k = 0;
while (k < 4 && !bEsPieza)
{
if (p.cuadrado[k].x == j && p.cuadrado[k].y == i)
bEsPieza = true;
k++;
}

if (bEsPieza)
DrawSprite(sfcPiezas, sfcScreen, TAM_PIEZA * (p.tipo - 1), 0, j * TAM_PIEZA+ (ANCHO_VENTANA /3), i * TAM_PIEZA + 93, TAM_PIEZA, TAM_PIEZA);

else
{
if (tablero[j] != LIBRE)
DrawSprite(sfcPiezas, sfcScreen, TAM_PIEZA * (tablero[j] - 1), 0, j * TAM_PIEZA+(ANCHO_VENTANA/3), i * TAM_PIEZA + 93, TAM_PIEZA, TAM_PIEZA);
}
}
}

SDL_FillRect(sfcScreen, &rectLineas, SDL_MapRGB(sfcScreen->format, 0, 0, 0));
DrawText( sfcScreen, IntToString(iLineasTotales), 505, 100, 255, 255, 255 );

SDL_Flip( sfcScreen );
}

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