Original Post
I'm no GDI / MFC expert but I want to make sure my program de-allocate things correctly.
Here's some of my code for a Rendering window: (CWnd)
====================
member variables:
CDC m_memDC; //memory device context
CDC * m_screenDC; //screen device context
CBitmap m_memBM; //memory bitmap
OnCreate():
m_screenDC = GetDC();
m_memBM.CreateCompatibleBitmap(m_screenDC, rect.Width(), rect.Height());
m_memDC.CreateCompatibleDC(m_screenDC);
m_memDC.SelectObject(&m_memBM);
OnDestroy():
ReleaseDC(m_screenDC);
OnPaint()
m_screenDC->BitBlt(0,0,m_screenWidth, m_screenHeight, &m_memDC, 0, 0, SRCCOPY); //bitblt to screen
==============================
Did I forget to free up something? What about my Bitmap, m_memBM? I'm doing this to do flicker free rendering.
I have also one question, right now I setup my bitmaps in OnCreate because my app isn't resizable, what if I wanted my app to be resizable, do I move the setup code from OnCreate to OnSize? it SEEMS wrong to call CreateBitMap() over and over whenever I resize my window?
Edited by - jho on 9/6/00 5:42:09 PM