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3D IDirect3DSurface9 flickers seriously

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I am wondering why if I use double-buffering in my application, that is setting the back buffer count to one. I get serious flickering just for the IDirect3DSurface9 object. The steps I use to render it is first clear the z buffer, stencil buffer and the render target, then I go into Render2D function first, then do I copy surface, which copies a preloaded managed pool surface to the back buffer, the back buffer is retrieved earlier before. Then I go into the main render function which iterates all game objects, and lastly present it out to the screen, and all over again.

I tried to put the Render2D function within the BeginScene call and outside of it, both result in flickering.

Any ideas how to fix it



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Double-buffering on it's own is insufficient to prevent flickering; you must also use vsync (set PresentationInterval to D3DPRESENT_INTERVAL_ONE in your D3DPRESENT_PARAMETERS).

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