Device.Present Method |
Language: |
Presents the display with the contents of the next buffer in the sequence of back buffers owned by the device.
Visual Basic Public Sub Present( _
ByVal sourceRectangle As Rectangle, _
ByVal destRectangle As Rectangle, _
ByVal overrideWindow As Control _
)C# public void Present(
Rectangle sourceRectangle,
Rectangle destRectangle,
Control overrideWindow
);C++ public:
void Present(
Rectangle sourceRectangle,
Rectangle destRectangle,
Control^ overrideWindow
);JScript public function Present(
sourceRectangle : Rectangle,
destRectangle : Rectangle,
overrideWindow : Control
);
sourceRectangle System.Drawing.Rectangle
A Rectangle that contains the source rectangle. If the rectangle exceeds the source surface, it is clipped to the source surface. This parameter can be used only if the swap chain was created with SwapEffect.Copy.destRectangle System.Drawing.Rectangle
A Rectangle that contains the destination rectangle. This parameter can be used only if the swap chain was created with SwapEffect.Copy.overrideWindow System.Windows.Forms.Control
Pointer to a destination window whose client area is taken as the target for this presentation. If this parameter is omitted, PresentParameters.DeviceWindow is taken.
If necessary, a stretch operation is applied to transfer the pixels within the source rectangle to the destination rectangle in the client area of the target window.
This method fails, throwing an InvalidCallException exception, if it is called between BeginScene and EndScene pairs, unless the render target is not the current render target (for example, the back buffer that results from the creation of an additional swap chain).
Exceptions
DriverInternalErrorException Internal driver error. Applications should generally shut down when receiving this error. DeviceLostException The device is lost but cannot be reset at this time. Therefore, rendering is not possible. InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.
Send comments about this topic to Microsoft. © Microsoft Corporation. All rights reserved.
Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center