sswift: couple of things. I forgot to post that actually I'm not using Flip 0, I'm using Flip -1 so I very much doubt the fix will have any noticeable negative effect on my games or other games. And yes, 2000FPS is because I'm logging frames rendered via a counter. Naturally I'll use the fix that works on the most PCs, cos I'm a pro ;-)
Indiepath: when I saw your code I assumed it was a rehash of the old "Draw Image, Lock/Unlock Image code" because I didn't look at it properly. I now see that it is something new, in fact the 5th proposed solution as follows:
1) Grab image
2) Draw image, lock/unlock image
3) GetBltStatus While Wend (non Geforce compatible)
4) Indiepath's Flip Method modification in d3d7graphics e.g. If PrimarySurface.GetFlipStatus(DDGFS_CANFLIP) = DD_OK etc. (didn't look too good in action on my PC)
5) Indiepath's lock unlock backbuffer method (works well AND is Geforce compatible!)
So I wanted to say a BIG thankyou and well done, and too Sswift for posting the links!! Great work :-)
Also I'm glad that a return value of 0 *IS* what's expected, great!
Indiepath: when I saw your code I assumed it was a rehash of the old "Draw Image, Lock/Unlock Image code" because I didn't look at it properly. I now see that it is something new, in fact the 5th proposed solution as follows:
1) Grab image
2) Draw image, lock/unlock image
3) GetBltStatus While Wend (non Geforce compatible)
4) Indiepath's Flip Method modification in d3d7graphics e.g. If PrimarySurface.GetFlipStatus(DDGFS_CANFLIP) = DD_OK etc. (didn't look too good in action on my PC)
5) Indiepath's lock unlock backbuffer method (works well AND is Geforce compatible!)
So I wanted to say a BIG thankyou and well done, and too Sswift for posting the links!! Great work :-)
Also I'm glad that a return value of 0 *IS* what's expected, great!