   Having problems with DXUT
  I just rewrote part of my engine using the DXUT framework and I have been running into some strange problems:1. When the application runs in full screen, the screen flashes continuously as if every other frame is being drawn black. This does not happen when the application is windowed.All I am doing is clearing the screen to a certain color in my OnFrameRender callback. void GameApp::vOnFrameRender (void){m_graphics.startRender ();// Draw Scenem_graphics.getD3DDevice ()->Clear (0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB (50,50,200), 1.0f, 0);m_graphics.endRender ();}2. The FPS is always 30 even though I calledDXUTSetConstantFrameTime (true, 0.01666f);  3. The program handles lost devices fine while it is running. But when the program exits, it always reports an access violation at location 0xfeeefefe when my OnLostDevice () Callback is reached.void CALLBACK jBaseGameApp::OnLostDevice( void* pUserContext ){if (g_pApp)    g_pApp->vOnLostDevice ();   // Access violation }Any help is appreciated.[Edited by - ChainChief on April 5, 2010 10:10:44 PM]
  pretty tough to debug...might need more than that.However one thing I'd try first is clearing both the target and depth buffer.// Draw Scenem_graphics.getD3DDevice ()->Clear (0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB (50,50,200), 1.0f, 0);and have you tried moving that clear line to just above your startrender() call? 