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Viewport Clearing Problem

Started by kill 3 replies 200+ views
Original Post
kill
kill
Hi. I''m suing DirectX 7.0 I get a weird error... When I run my app in windowed mode, everything''s fine. When I switch to fullscreen, I just try to clear the viewport, but I get some weird artifacts, like it takes a while for it to clear, and it doesn''t clear the whole thing. Do u have any idea what it could be? I thought it might be vertical sync, but my code seems fine... I would really appreciate any ideas. Thanks.
DeltaVee
DeltaVee
Post the code you use to clear the view port. DeathX, OpenGL, Glide?

I assume you are using buffered output, you front/plane back plane. or are you using tripple buffering.

You arn''t doing something daft like clearing the same buffer everytime, so that the remaining buffers don''t get cleared?

D.V.

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Carpe Diem
D.V.Carpe Die<FONT C
kill
kill
As I said, I''m using DirectX 7.0

I use double buffering. In windowed mode I create a primary surface and an offscreen surface, then I clear the offscreen surface and blit it to the primary.

In fullscreen I clear the backbuffer, and then flip.

quote:

You arn''t doing something daft like clearing the same buffer everytime, so that the remaining buffers don''t get cleared?



What do you mean? I call the D3DDEVICE7::Clear() function every frame before I flip. I don''t do anything else. I don''t have the code here right now, but I just clear out the frame buffer, I don''t touch the depth buffer and the stencil buffer, in fact, I didn''t even create them yet.

Again, I am clearing the viewport, I am not blitting an empty image on the DDraw surfaces.

Thanks.
kill
kill
Anyone? These artifacts are driving me nuts!

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