double-buffering

Painting issue of panels with Styles when using DoubleBuffered=true

醉酒当歌 提交于 2021-02-10 07:11:52
问题 This may be an embarcadero VCL problem, but using the latest Delphi (10.4.1) I came across the following problem. I am use to set DoubleBuffering to true in the FormCreate, but noted that this creates a painting issue of the panels when: the panel is located inside of a groupbox a Radiobutton is added to the panel in below image it can be seen that once DoubleBuffering is set to true, the painting of the panels get 'messed-up'. From left to right, Windows, Cyan Dusk and Cyan Dusk with

Painting issue of panels with Styles when using DoubleBuffered=true

隐身守侯 提交于 2021-02-10 07:05:44
问题 This may be an embarcadero VCL problem, but using the latest Delphi (10.4.1) I came across the following problem. I am use to set DoubleBuffering to true in the FormCreate, but noted that this creates a painting issue of the panels when: the panel is located inside of a groupbox a Radiobutton is added to the panel in below image it can be seen that once DoubleBuffering is set to true, the painting of the panels get 'messed-up'. From left to right, Windows, Cyan Dusk and Cyan Dusk with

Is Double-buffering required with Desktop Composition enabled?

a 夏天 提交于 2019-12-24 06:24:29
问题 Is double-buffering still required when Desktop Composition is enabled? In Microsoft's Application Compatibility Guide: Graphical Device Interface (GDI) Prior to Windows Vista and Windows Server 2008, a window handle (HWND) was painted directly to the screen, which had certain benefits, but limited how Windows could display and manage top-level windows. In Windows Vista and Windows Server 2008, all top-level windows are rendered to an off-screen bitmap (similar to WS_EX_LAYERED), and the

Optimize drawing for paint application c#

佐手、 提交于 2019-12-23 01:58:12
问题 I am making a paint project like photoshop using c#. I have used GDI+ for the drawing. Sadly I cannot post the screen shot cuz of the reputation points required. EDIT : Ok i got enough rep to upload a pic. My drawing using the mouse lags when the brush size increases. I have a canvasBuffer which is drawn to the canvas panel protected override void OnPaint(PaintEventArgs e) { if (canvasBuffer != null) { using (Graphics g = e.Graphics) { g.DrawImage(canvasBuffer, e.ClipRectangle, e

JavaFX Canvas Double Buffering

☆樱花仙子☆ 提交于 2019-12-22 12:19:12
问题 I am replicating a classic game, Pong, in Java using JavaFX. I am using java.util.Timer, java.util.TimerTask for the game loop and JavaFX's Canvas for rendering. Is there a way to add double buffering to the Canvas so the animation doesn't flicker? Or should I approach this differently? Bellow is the code. I removed some parts of it, that I think are irrelevant, since the code is around 200 lines long. Canvas canvas = new Canvas(stageW, stageH); GraphicsContext gc; public void start(Stage

HTML canvas double buffering frame-rate issues

我的梦境 提交于 2019-12-12 10:09:22
问题 I have a full-screen canvas with 3 images drawn on it. When I resize the window, these images change position; however, it appears to be very glitchy, more so in Firefox. I've been reading that double-buffering should resolve this issue, but I'm wondering how I would double buffer when the next position is unknown. That is to say, I cannot determine what should be buffered in the future, so how would this be possible? Here is one source that seems doable, but I do not fully understand the

Java swing double buffering

你。 提交于 2019-12-12 09:50:25
问题 i just started using double buffering and everything worked just fine until i wanted to add a JScrollPane to the screen so i later on can do some camera movements. Everything shows up fine (my sprites) EXCEPT the ScrollBars of the JScrollPane. And i want them to be shown! However if i resize the window, the scrollbars flicker, so i know they are there! I can even use them if i'm fast enough. How come they dont show up at rendering? :( Here is a SSCCE of the problem: public class

stop applet flickering with double buffering Java Applet

落花浮王杯 提交于 2019-12-12 01:39:02
问题 sorry to keep asking questions about my program but i think i'm nearly there and i'm teaching myself java so please bear with me. I'm creating an applet that moves sheep object across the screen in a random direction when a dog object moves close to the sheep. Getting the sheep to move in a random direction took some work and with the help of you guys on here it now works (sort of) but what I'm trying to do now is stop it from flickering when i drag objects across the screen. I've read about

How to fix bad Double-Buffering [closed]

孤人 提交于 2019-12-11 19:18:40
问题 It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center. Closed 6 years ago . I tried following a double buffering tutorial, and I really don't know what I did wrong. It works before then before I did the tutorial, but there is still and occasional flicker here and there. I have two files

Double buffered image example in Jpanel

為{幸葍}努か 提交于 2019-12-11 04:58:41
问题 I would know if my implementation is correct for double buffered image.. because i note that tremble the borders of my image that i move in the screen ... It is normal?? public void paintComponent(Graphics g) { Image bufferimage= createImage(180,180); Graphics dbg= bufferimage.getGraphics(); //clean the screen dbg.setColor(new Color(100,100,100)); dbg.fillRect(0,0,getWidth(),getHeight()); if (game_is_running) { // draw various type of object with drawImage for(int i=0; list[i]!=null; i++) {