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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Dr_Asik

Tearing using render targets with WPF

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I'm writing a video player in WPF using Direct3D and the D3DImage object. This object takes a pointer to a Direct3DSurface9 and displays it.

 

I've been basically following the D3DImage tutorial and the MSDN sample, and that works well, however these assume the rendering happens on the UI thread, in sync. For my application, I want the rendering to be happening on a different thread, and the UI to take frames to display when it wants.

 

I've managed to do this using a single render target and passing its pointer to D3DImage. However, even when using locks to ensure the GUI isn't updating D3DImage when the rendering thread is rendering and vice-versa, I get a lot of tearing. I've then tried using two different D3DImages on top of each other, each with its own render target, alternate their visibility and always render in the hidden one, but even then if the rendering thread goes too fast, there is tearing.

 

I've read that when you call IDirect3DDevice::EndScene(), this doesn't mean the buffer is ready to be displayed, just that it's queued for rendering; this could be the reason I'm seeing tearing. I'm not calling "Present" (as the D3DImage tutorial explains), and just passing the pointer to WPF after calling EndScene().

 

I'm not very knowledgeable with Direct3D and I don't know what would be a good approach to solve this issue. How can I ensure a buffer is ready to be displayed, while locking as little as possible between the GUI and rendering thread and having good performance? My intuition is I should be using a chain of render targets of some sort, but there are many options and I don't know where to start.

Edited by Dr_Asik
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