M
Markus von Ehr
Hi,
I actualize a buffer in an event handler routine:
if BUFFERED:
# If doing buffered drawing, create the buffered DC, giving it
# it a real DC to blit to when done.
cdc = wxClientDC(self)
dc = wxBufferedDC(cdc, self.buffer)
dc.BeginDrawing()
if self.image:
dc.DrawBitmap(self.image.ConvertToBitmap(), 0,0)
dc.EndDrawing()
and paint the buffer in the OnPaint method.
def OnPaint(self, event):
if BUFFERED:
# Create a buffered paint DC. It will create the real
# wxPaintDC and then blit the bitmap to it when dc is
# deleted. Since we don't need to draw anything else
# here that's all there is to it.
dc = wxBufferedPaintDC(self, self.buffer)
else:
dc = wxPaintDC(self)
# since we're not buffering in this case, we have to
# paint the whole window, potentially very time consuming.
self.DoDrawing(dc)
but the window is flickering. The window displays the liveimage of a
connected camera.
How could I get rid of the flickering?
Thanks for any hints,
Markus
I actualize a buffer in an event handler routine:
if BUFFERED:
# If doing buffered drawing, create the buffered DC, giving it
# it a real DC to blit to when done.
cdc = wxClientDC(self)
dc = wxBufferedDC(cdc, self.buffer)
dc.BeginDrawing()
if self.image:
dc.DrawBitmap(self.image.ConvertToBitmap(), 0,0)
dc.EndDrawing()
and paint the buffer in the OnPaint method.
def OnPaint(self, event):
if BUFFERED:
# Create a buffered paint DC. It will create the real
# wxPaintDC and then blit the bitmap to it when dc is
# deleted. Since we don't need to draw anything else
# here that's all there is to it.
dc = wxBufferedPaintDC(self, self.buffer)
else:
dc = wxPaintDC(self)
# since we're not buffering in this case, we have to
# paint the whole window, potentially very time consuming.
self.DoDrawing(dc)
but the window is flickering. The window displays the liveimage of a
connected camera.
How could I get rid of the flickering?
Thanks for any hints,
Markus