VSync in SDL
This topic has been brought up before.
You cant turn it on within SDL
You can only force it with your gfx card drivers.
You shouldn't need vsync when programming anyway. There should be no reason why you need to limit the fps. All animations, movement etc should be time based and should not rely on the speed of the computer.
You cant turn it on within SDL
You can only force it with your gfx card drivers.
You shouldn't need vsync when programming anyway. There should be no reason why you need to limit the fps. All animations, movement etc should be time based and should not rely on the speed of the computer.
The purpose of VSync isn't to limit the FPS. It's a side effect. It's used to syncronise the FPS with the monitors refresh rate, so you can't see the image 'tearing'.
You don't need Vsync when working with SDL. I think that SDL takes care of this for you. SDL_Flip and SDL_UpdateRect should do Vsyncing for you. At least I've never experienced any strange artifacts while using SDL.
-Richardo
-Richardo
Quote:Uh... ever heard of cel-based animation?
You shouldn't need vsync when programming anyway. There should be no reason why you need to limit the fps. All animations, movement etc should be time based and should not rely on the speed of the computer.
Hehe.. Use the OpenGL extension. WGL_EXT_swap_control!
Dunno if that would mean you couldn't use SDL graphics anymore..
Dunno if that would mean you couldn't use SDL graphics anymore..
By default SDL 'waits' until monitor refresh before drawing to the screen, essentially using a vsync like thing to prevent tearing.
It handles it for you basically.
It handles it for you basically.
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