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Scene presentation is the process of making data from the back buffer visible to the user by making it appear in the front buffer. You can accomplish this by calling the IDirect3DMobileDevice::Presentmethod.
You can present the back buffer in one of two ways. You can swap the identity of the front buffer with that of the back buffer. This is called surface flipping. Alternately, you can copy the data from the back buffer to the front buffer, overwriting the data that was previously there. This presentation technique is called blitting.
The screen presentation must be timed with the vertical retrace interval to avoid tearing. However, in certain circumstances, it is desirable not to wait for the retrace and simply copy the bits immediately.
The presentation method is specified at device creation time by the SwapEffectmember of the D3DMPRESENT_PARAMETERSstructure.