   Device Present and WPF D3DImage
  Does anyone know how the WPF D3DImage class influences the need for Present calls?Should I still call IDirect3DDevice9::Present on my own D3D device myself before calling D3DImage.SetBackBuffer?What if I'm using SwapChains? Should I call IDirect3DSwapChain9::Present instead? Both?As mentioned in another thread I have some problems with switching a D3DImage application to .NET 4. The SlimDX WPF samples calls Device.Present. I didn't. This worked fine in .NET 3.5. In .NET 4.0 adding that call seems to help a lot. Why could that be the case?Thanks for any advice!   
  Hm, I guess using SwapChains does not make much sense with D3DImage anyway.So, I'm just using RenderTarget surfaces, not the device's back buffer and no swap chains. I still need to call IDirect3DDevice9::Present.Does anyone know why?   