Say it ain't so, Joe?!? My approach to the double buffered canvas was
to override Refresh. On Windows, this would draw a bitmap directly
into the canvas's graphics object, but that's the ONLY place it did
that, and ONLY to deal with the flicker issue, and with SEVERAL
checks and special cases to make sure it does it just right. All my
existing code just worked because canvases only draw in the Paint
event. YMMV.
-Brad
On Feb 15, 2006, at 11:26 AM, Phil M wrote:
While I agree with you, I think that Joe Strout would not -- I
believe that he always tries to draw from outside the Paint() event
if possible, and avoids calling Refresh on the Control unless
absolutely necessary (which would trigger the Paint() event).
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