• Advertisement

Archived

This topic is now archived and is closed to further replies.

SDL, timer resolution etc (a few questions)

This topic is 5530 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''m doing my first game in SDL, a Mario-style platformer. I got a few questions, would appreciate if anyone experienced with SDL can answer a few questions for me: 1. Does SDL_Flip really wait for the vertical retrace? It says so in the documentation but I''m experiencing a lot of tearing even when doublebuffering? 2. What is the resolution of SDL_GetTicks() in Windows?

Share this post


Link to post
Share on other sites
Advertisement
Some graphics drivers won''t wait for the retrace, which means SDL can''t either. I hear that the NVidia Detonator drivers don''t wait for vsync even when DirectDraw is told to, for instance.

As for the timer resolution, I suggest you search their mailing list archives as this comes up very often (within the last day ro two, for example).

[ MSVC Fixes | STL | SDL | Game AI | Sockets | C++ Faq Lite | Boost | Asking Questions | Organising code files | My stuff ]

Share this post


Link to post
Share on other sites

  • Advertisement