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Re: Problem SpriteSurface double-buffering

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Problem SpriteSurface double-buffering
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Wed, 29 Jun 2005 13:47:42 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BAY103-F5D226CA5E4EDFFF61A3A1C1E00 at phx dot gbl> <a06200709bee871408fdc at [10 dot 10 dot 13 dot 4]> <3e06e259a472b0d6a6289b104863b0e9 at fireyesoftware dot com>
At 12:30 PM -0400 6/29/05, Asher Dunn wrote:

Neither the OS nor REALbasic makes any attempt to sync display updates with the physical display anymore; this is rather hard to do on modern hardware.

This is considered hard? It requires a single function call when using OpenGL.

A single function call that does what? Delays until the next vertical refresh of the specified monitor? That would indeed be useful. (It's certainly been a a few years since the guys at Apple told me that this was very hard to do in OS X; maybe they've added something since then.)

If you mean, something that only affects OpenGL rendering, then that's not as useful. We need to actually know when we're in the blanking interval, so we can change the display.

--
Joe Strout                          REAL Software, Inc.

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