Original Post
While running code in SDL, pygame, and SDL.NET, it seems like the time spent swapping the buffers varies. For example, rendering 10 textured triangles (1 call to glBegin and glEnd and 1 texture) will take 0ms during the first second of a SDL app run, then jump up to 16-17ms after the first second of running. Rendering several hundred untextured quads in SDL.NET will always take 16ms of buffer swapping time. Yet, rendering 100 textured quads and 10 text surfaces takes 8ms on one run and no more than 1 ms on another run. Is there a way to force SDL/pygame/SDL.NET to limit the amount of milliseconds it takes to swap the GL buffers so I can maintain 60 FPS in my applications? Also, why do the buffer-swapping times vary if the amount being rendered doesn't matter? edit: In fullscreen PyOpenGL, the time spent swapping buffers is 0-2ms per 16ms, but switching to windowed, it goes up.