I'm learning metro development with c++, DirectX, win8 CP, vs11 beta. I've come across some unexpected behavior:
Running the tutorial series ( Direct3D Tutorial Sample 1 ), and any sample or app for that matter, If I'm watching motion on the screen such as the cube slowly rotating, and I move the mouse, the object stops updating/rotating until I stop moving the mouse.
Here is a very short video of what I mean: http://www.screencast.com/t/cEHkVUaRcw
It even does this with the shooting sample game, which is very mouse intensive. It makes all the motion very jumpy.
I believe it has something to do with the system. I can interrupt the dispatcher from processing messages and it stops manifesting this behavior so it feels like the computer is so busy processing messages that it can't keep up with the rest of the updating. But this problem only started recently so I do not believe it is a problem with my computer's processing power.
Has anyone else experienced this and know how to resolve it or does anybody have an idea into why this is going on?
Here is the game loop code that MS ships with the sample.
while (!m_windowClosed)
{
timer->Update();
CoreWindow::GetForCurrentThread()->Dispatcher->ProcessEvents(CoreProcessEventsOption::ProcessAllIfPresent);
m_renderer->Update(timer->Total, timer->Delta);
m_renderer->Render();
m_renderer->Present(); // This call is synchronized to the display frame rate.
}
Thank you.
