Original Post
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!