Ken, you aren't by chance using a canvas for all your drawing and
just using SSS for synching are you?
If so the synching won't work at all I wouldn't have thought, it only
applies to the OpenGL drawing functionality.
If you are actually drawing using the SSS then that's fine, but don't
worry about lack of support. As far as I can tell lack of OpenGL
support on Windows is simply a myth - Every version of Windows since
95 has come with at least a basic version of OpenGL installed. Also,
there are plenty of performance benefits to using OpenGL over RB's
built in drawing.
Although last time I checked SSS doesn't actually support Windows yet
(am I out of date on that?)
Nick
On 19 Jul 2005, at 17:45, Ken Gish wrote:
In my application, I need to synchronize to the vertical blanking
(VBL) signal to avoid image tearing and other artifacts caused by
the lack of synchronization to the VBL.
I have a very effective solution that uses OpenGL and
SuperSpriteSurface (thanks to John Balestrieri for his help
configuring SSS to sync to VBL). Although effective, this solution
doesn't seem optimal because I have to add on a lot of functions I
will never use just to synchronize to VBL. Also, I have to worry
about which version of OpenGL is installed and whether or not it
will be compatible (by the way, if anyone has a handy link
describing OpenGL compatibility on different Mac OSs I would
appreciate knowing about it; for example, which versions of OpenGL
were installed on all versions of OS X by default, if the ability
to use the double-buffering is available on all versions of OpenGL,
etc.). This is an even bigger issue on Windows because OpenGL is
not installed by default so it has to be distributed and installed
with the application.
It seems that a much more elegant solution would simply be to make
the ticks function synchronized to the VBL. So, the ticks (1/60
sec, 1/72 sec) would be automatically changed depending on the
graphics mode (60 Hz, 72 Hz respectively). That way, I would have
the ability to synchronize anything to VBL without requiring OpenGL.
If anyone thinks it is worth pursuing with Apple, please provide me
with a way to contact Apple. I hit a couple of dead ends ("you
need to contact _____ instead" sorts of messages) on my own trying
to contact Apple.
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