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Editorial Team
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Editorial Team
Asked: May 16, 20262026-05-16T22:47:46+00:00 2026-05-16T22:47:46+00:00

I’m writing a tetris game using C++ and MFC. I have a timer and

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I’m writing a tetris game using C++ and MFC. I have a timer and OnTimer handler. Handler looks like this:

... do some game-only logic ...
this->RedrawWindow();

And in OnPaint handler I draw blocks, map(with bitmap background), score etc. For drawing i use bitmaps and BitBlt function. Everything is drawn from scratch, i redraw the whole window area. Overall performance is normal, flickering sometimes, but it’s ok, but when i added bitmap background to the map, flickering while redrawing became insufferable. Do I have to use another algorithms to draw bitmap, or may be I’m wrong in doing all redrawings each time OnPaint is triggered?

How can i eliminate flickering? I can use only C++ and MFC, the latter one unfortunately i didnt know at all before starting this project.

So, again: how can I eliminate flickering and increase performance of redrawing?

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  1. Editorial Team
    Editorial Team
    2026-05-16T22:47:47+00:00Added an answer on May 16, 2026 at 10:47 pm

    Try Double Buffering. “Double buffering” refers to the technique of writing into a memory DC and then BitBlt-ing the memory DC to the screen.

    In connection with Windows, this technique can be used to handle WM_PAINT messages. Your OnDraw function calls BitBlt to copy the memory DC into the screen DC. The memory DC is associated with a member variable in the view class, and is written to during times when no other messages are being handled.

    Here is a link for some code that can help.

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