   [.net] D3D backbuffer
  Hey all,  I am currently using MDX 1.1 and the D3D device and Sprites to draw my game graphics. Unless my eyes deceive me, it seems that the below code DOESN'T use a backbuffer?D3DDevice.BeginScene()'use Sprite class to Draw()D3DDevice.EndScene()D3DDevice.Present()If it does use a backbuffer, what could cause "tearing", I guess I would call it. The graphics seem to sometimes flicker sometimes and when I do a Print Screen via the keyboard, I notice that it sometimes only picks up some of the graphics (IE: some weapons/rockets dissapear but are visible on the screen).Thanks.   
  You need to clear the backbuffer every frame.   ;  Thanks for your reply.I am however doing D3DDevice.Clear(). I thought it might be the high FPS of my game, but I put a FPS limiter in (60 FPS) and still the same problem.I could see why my eyes might deceive me, but a print screen shouldnt leave out animations that I know are there. Any other ideas?Thanks.   ;  IIRC, Direct3D always uses a backbuffer.  How did you initialize your PresentParameters?  I think you should have the PresentationInterval set to default or One to prevent tearing.This is some code from one of my projects:   if (VSync)  present.PresentationInterval = PresentInterval.Default;   else  present.PresentationInterval = PresentInterval.Immediate;