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How to Properly Implement Double Buffering in a Custom WinForms Control to Avoid Rendering Issues?

👀 Views: 46 đŸ’Ŧ Answers: 1 📅 Created: 2025-06-26
winforms double-buffering custom-controls C#

I'm refactoring my project and I've been struggling with this for a few days now and could really use some help... I just started working with I am currently developing a custom control in WinForms that needs to render complex graphics, and I'm working with important flickering when the control is repainted. I've read about double buffering as a potential solution, but I am not quite sure how to implement it correctly in my scenario. My control is derived from `Control`, and I have set `this.DoubleBuffered = true;` in the constructor. However, the flickering continues when I resize the form or move other windows over it. Here's the relevant code snippet for my custom control: ```csharp public class MyCustomControl : Control { public MyCustomControl() { this.DoubleBuffered = true; // Enables double buffering } protected override void OnPaint(PaintEventArgs e) { // Custom drawing logic Graphics g = e.Graphics; g.FillRectangle(Brushes.Blue, this.ClientRectangle); // Additional drawing code... } } ``` I also tried overriding the `OnPaintBackground` method to do nothing, thinking that might help prevent flickering, but it didn't make a difference. I am using .NET Framework 4.7.2, and I am aware that there's some discussion around the performance implications of double buffering in Windows Forms. Could there be an scenario with my graphics rendering code itself, or am I missing another crucial step in effectively implementing double buffering? Any advice or examples on how to tackle this flickering scenario would be greatly appreciated! Thanks for any help you can provide! This is happening in both development and production on CentOS. What's the best practice here?