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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