Replies: 3 comments
-
Hi, |
Beta Was this translation helpful? Give feedback.
-
Hi, here is an example case. https://github.com/bforl/Vortice_Flickering On my machine this flickers badly (when compiling in release) I think it is very much dependant on the amount of work being done and the power of your GPU. In my case, it is onboard graphics. If you have an actual GPU, you'll probably need to wack up the number of objects being rendered (in |
Beta Was this translation helpful? Give feedback.
-
Having done a little research on this, it seems like its a very common problem and existed with SharpDX and SlimDX. Although, the fixes suggested seem to vary. I have now manged to get it flicker free, by applying the following two changes [Change 1]
[Change 2]
|
Beta Was this translation helpful? Give feedback.
-
I have a simple scene that basically just renders a load of cubes. When I run this scene as part of a
Vortice.Framework.D3D11Application
(i.e not WPF) it runs fine, no flickering.However, when I use the same code in a WPF app, using the
DrawingSurface
helper, I get very bad flickering. Which is 100x time worse when running in Release. In Debug, its only very rarely happens (I wasn't able to capture it in the video below)I have enabled native debugging (and made sure I have the Graphs Tools enabled), and don't seem to get any DX warnings or errors, so I think the code is all fine.
It's almost as if WPF is sometimes displaying the image buffer half way through the rendering process (i.e half way between the total draw calls). The reason I say this, is because the
ClearRenderTargetView
colour is set to Red, and its mostly a red flickering background, as if it has only rendered a small number of cubes.Any ideas?
[Debug Build] (No issues)
2025-01-11.19-12-01.mp4
[Release Build] (Flickering)
2025-01-11.19-08-06.mp4
Beta Was this translation helpful? Give feedback.
All reactions