   SlimDX Direct3d9
  Hello i have just started porting a small program from MDX 1.1 to SlimDX Direct3D9. Drawing a Sprite with a new X position everytime with a small image i have some flickering, i have used the empty project from the slimDX samples, i am using c# could it be something with the device initialisation?Thank you   
  Yes,it could be.Maybe you are not using double buffering,that may cause flickering.Or if your application is running really fast then you may be seeing tearing.Try enabling v-sync and see if it helps.   ;  Can you describe the flickering? If you put a breakpoint on the Present() call and run one frame at a time (Or wait for a second after every Present()), does the sprite appear on every frame?;  Hello,Thank you for your replies  Black Knight and Evil Steve, one additional information i am using the sampleframework that came with the slimDX March 2009 release, i have tried setting enablevsync = false in the windowed mode but i have the same problem.Evil Steeve the "flickering" looks like the animation pauses for a milisecond and then continues, it is an image with text moving across the screen.   ;  How are you creating your sprite and how are you rendering it?;  HelloThe Image is loaded using the texture.fromfile method and for the text i use "new SlimDX.Direct3D9.Font(device, font);"At the Render part i use "Sprite.Begin(SpriteFlags.AlphaBlend |SpriteFlags.SortDepthFrontToBack);"and then i draw the Image and then the text with Sprite.Draw(_texture, Vector3.Zero, new Vector3(300, 300, 0), Color.White);dxFont.DrawString(null, _text, Rectangle.Round(_tr), DrawTextFormat.VerticalCenter | DrawTextFormat.Left, _color);Sprite.End();   ;  i am sorry i draw the moving texture withSprite.Draw(_texture, Vector3.Zero, new Vector3(tr.X, tr.Y, 0), Color.White);   ;  What animation pauses? Do you mean the text moving? How are you determining the position of the text? Are you using some sort of timer? What if you move it by a constant amount every frame?   ;  It looks like it redraws the image like the form is redrawing its contents the class that i use to move a texture is as follows class ImageTest    {   #region Image Properties   public string _name;   RectangleF _tr;   Texture _texture;   Bitmap _Bitmap;   float _stepper;   Sprite _Sprite;   Device _device;   int _maxX;   int _maxHeight;   #endregion   public ImageTest(Device device, float stepper, string name, int maxX, int maxHeight)   {  _device = device;  _stepper = stepper;  _name = name;  _maxX = maxX;  _maxHeight = maxHeight;  Init();   }   public void Draw()   {  /*  float direction = 0.0f;  marquee._Sprite.Draw2D(_texture, Rectangle.Round(tr), //The destination size new SizeF(tr.Width, tr.Height), //The center point (For Draw2D, this value is relative to the source image, not the scaled end image) new PointF(tr.Width / 2f, tr.Width / 2f), //The angle of rotation is simply the direction of the sprite direction, //the position is calculated from the center of the sprite new PointF(1.0f, 1.0f), Color.White);   */  _Sprite.Begin(SpriteFlags.None);  _Sprite.Draw(_texture, Vector3.Zero, new Vector3(300, 300, 0), Color.White);  _Sprite.Draw(_texture, Vector3.Zero, new Vector3(_tr.X, _tr.Y, 0), Color.White);  _Sprite.End();   }   public void Update()   {  _tr = new RectangleF(_tr.X - _stepper, _tr.Y, _tr.Width, _tr.Height);  if (_tr.X + _tr.Width <= 0) _tr.X = (float)_maxX;   }   internal void Init()   {  if (_name == null) return;  _Bitmap = new Bitmap(_name);  int width = _Bitmap.Width;  int height = _Bitmap.Height;  if (_Bitmap.Height > _maxHeight)  { float div = (float)_maxHeight / (float)_Bitmap.Height; height = (int)((float)_Bitmap.Height * div); width = (int)((float)_Bitmap.Width * div);  }  _Bitmap = new Bitmap(_Bitmap, new Size(width, height));  //_texture = Texture.FromBitmap(marquee._device, _Bitmap, 0, Pool.Managed);  _texture = Texture.FromFile(_device, _name,_Bitmap.Width,_Bitmap.Height,1,Usage.None,Format.Unknown,Pool.Managed,Filter.Linear,Filter.Linear,System.Drawing.Color.Black.ToArgb());  _Bitmap.Dispose();  _tr = new RectangleF((float)_maxX, 0.0f, width, height);  //_maxX = new Rectangle(0, 0, width, height);  _Sprite = new Sprite(_device);   } 