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Device Present and WPF D3DImage

Started by samv May 19, 2010 at 4:48 AM 0 replies 2.4k views
Original Post
samv
samv
Does anyone know how the WPF D3DImage class influences the need for Present calls? Should I still call IDirect3DDevice9::Present on my own D3D device myself before calling D3DImage.SetBackBuffer? What if I'm using SwapChains? Should I call IDirect3DSwapChain9::Present instead? Both? As mentioned in another thread I have some problems with switching a D3DImage application to .NET 4. The SlimDX WPF samples calls Device.Present. I didn't. This worked fine in .NET 3.5. In .NET 4.0 adding that call seems to help a lot. Why could that be the case? Thanks for any advice!
_________Buggrit, millennium hand and shrimp!
samv
samv
Hm, I guess using SwapChains does not make much sense with D3DImage anyway.

So, I'm just using RenderTarget surfaces, not the device's back buffer and no swap chains. I still need to call IDirect3DDevice9::Present.

Does anyone know why?
_________Buggrit, millennium hand and shrimp!

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