Double buffering in GDI -- easy?
The GDI game I'm working on is finally within a few parsecs of something distantly related to completion. But before I move on to the next stage I want to ask a few questions. I've seen some good GDI games on this board and so I'd like to tap into your expertise.
First off, is double buffering really easy in the GDI, e.g. just a question of drawing to a compatible memory dc and then blitting that dc to the window's dc? I made a small stab at it and I got nothing but a black screen.
Also, does double buffering solve the problem of "tearing"? That's the only reason I'd want to use it. If I blit too fast the bitmaps have slices taken out, and I've had to use convoluted methods of drawing only now and again to solve the problem. It's particularly irksome with text. I have too many timers going on to control what gets drawn when. I'd like to be able to draw text and everything every frame and have it come out smooth & solid.
If someone could outline the steps for GDI DB I'd much appreciate it.