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Vuk Samotnjak

OpenGL OpenGL + SDL, CPU usage.

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Right now I use "SDL_Delay(1)" to prevent my program from eating up 100% of the CPU at all times. This seemed to work initially, but soon after I noticed that at certain time intervals my program would hit a "slow patch" -> this would happen about every 20 seconds or so. From the info that I looked up on my own, It turns out that "SDL_Delay(1)" isn't really an "exact" delay, because it seems to be subject to regular OS scheduling interrupts, which means it's waiting "at least" 1 millisecond + whatever else the OS needs to add on to that delay. So my questions: 1 - Is there a function similar to "SDL_Delay()" that initiates an exact delay independent of the OS scheduler? 2 - What is the most common/efficient method used to prevent CPU hogging? 3 - Is there a way to prevent CPU hogging and still hold a smooth framerate, because even though it's 1 millisecond in this case, the slowdown is quite noticeable in contrast to how things ran when my program used 100% of the CPU -> and I don't see why that should be the case when my refresh rate is at 60Hz. In theory I shouldn't be able to notice any changes, right?

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