One thing you can do to "reduce" the flicker on Windows is to draw a
picture directly to the Window.Graphics property, not calling Refresh on
the Window. When you call Refresh, it seems that there is too much
"clearing" that is going on instead of just drawing "over".
What I do, is just draw straight to the Window, and avoid Canvases or
ContainerControls. You can create an off screen picture, do all your
drawing, and then use the Window.Graphics.DrawPicture to update your
drawing. You'll get the minimal amount of flicker doing this.
If you need examples, I have some that I can pass you off the list.
This example makes it look nice on Mac OS X, Windows and Linux.
- Ryan Dary
Dr. Scott Steinman wrote:
I've written three programs to simulate eye movements during clinical
testing for paralyzed eye muscles. The programs use JPEG files for the
eyeballs and the face/eyelids. The face/eyelid graphics use masks so
that the eyeballs will display in the transparent regions between the
eyelids.
The programs work beautifully on the Mac, but when recompiled on
Windows XP, the eyeball graphics display in front of the face, and all
of the graphics flicker horribly on each refresh.
I haven't used any platform-specific code -- it's all straightforward
REALbasic code that changes the position of the eyeballs drawn into an
offscreen image, draws the face over that offscreen image, then copies
the offscreen image to an on-screen canvas. However, I'm fairly
ignorant about Windows graphics. Is there anything special that must
be handled differently to display graphics correctly on Windows?
Thanks in advance for your help.
-Scott
Dr. Scott Steinman
Brought to you by a grant from the Steinman Foundation (Thanks, Mom and
Dad!)
Recommended by Major University Studies Over the Leading Brand
steinman at midsouth dot rr dot com
I hope I die peacefully in my sleep like my grandfather. . .not
screaming in terror like his passengers. -- "Deep Thoughts", Jack Handy
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