gdtyra

I followed the documentation for running an XNA application full screen, but I've run into a problem.

When I call graphics.GraphicsDevice.Present() (assuming "graphics" is my GraphicsDeviceManager object), it causes flickering in fullscreen mode.

If I don't call Present(), no flickering occurs, and everything seems to be displayed properly, but when I call Present(), there is white flickering and some image distortion.

All I'm doing is setting IsFullscreen to "true". The resolution is 800x600. I'm clearing the screen, drawing a background, and some other images. If I leave out the Present() call, it seems to work.

This leads me to a related question as well. I thought "Present()" swapped the buffers, and I didn't realize that anything would be displayed without that "Present()" call. What's happening if I don't call "Present()" , I'm I just sacrificing double-buffering



Re: XNA Framework Fullscreen Flickering on Present()

dczraptor

In XNA 1.0, Present() is automatically called for you in base.Draw() of your Game class. There is no need to call Present() again; you will not lose anything or sacrifice anything by not calling Present().




Re: XNA Framework Fullscreen Flickering on Present()

gdtyra

Oh, you're right! None of the examples have that call. In the Betas, did the framework not call Present() for you I'm trying to figure out why I thought you had to do it manually.



Re: XNA Framework Fullscreen Flickering on Present()

dczraptor

I don't remember about the betas, but i know for a fact that in Managed DirectX, you had to call Present() yourself.