I am working on a game in C# (either 2.0 or 3.5 havn't decided yet). The game will be played on a map with a hexagonal grid. I appreciate that the UI for this map should use double buffering (lots of layers, so slow drawing). I know that I can enable double buffering through a style, or create my own buffer and handle it myself. Most recomendations I find on the web are to handle it yourself. I am wondering why? Obviously this allows me to avoid the assumptions that are inherent in the control double buffering, but I do not know what those assumptions are.
Again, I am not looking for code to explain how to double buffer my control, but rather why I would build this myself instead of using the double buffering style and allowing the CLR/Control class to handle it?
In WFA, double-buffering slows performance without completely eliminating flicker in custom graphics areas. For built-in GUI elements, like if you create a game built out of ImageButtons and Labels, the built-in double-buffered mode is great at hiding the redrawing of the control tree. However, there are a couple major problems with using it for a custom drawing area:
By keeping the basic window GUI single-buffered, but creating an area on which you control the buffering, both of these problems are minimized.
Double-buffering methods can be as simple as creating a Bitmap object as a back-buffer and drawing it to the draw area when you're good and ready, or setting up a seperate BufferedGraphicsContext to manage buffering of your custom draw area.