• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

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

nickm

vertical retrace / tearing problem

9 posts in this topic

Hi, Does anyone have an idea to synchronize an opengl application with the vertical retrace of the moniter? I am currently using this code: RenderObjects(); SwapBuffers(hDC); But with this code, I get a framerate that is usually above 100, and because this is not the refreshing frequency of my monitor, "tearing" occurs sometimes. Is there a way to solve this problem in openGL (using ms windows)? Thanks, Nick
0

Share this post


Link to post
Share on other sites
Thats funny becasue SwapBuffers usualy swaps with the vertical retrace. Try checking the settings for your display drivers.
0

Share this post


Link to post
Share on other sites
zedzeek, I''ll try to get some information about that extension, I haven''t heard of it before.

And ap, I don''t think SwapBuffers swaps with the vretrace, because then I should get a framerate that is max. 60 or 70 (the monitor refresh frequency). And I am getting even a 200 fps framerate, and I''m pretty sure I don''t have a 200hz monitor
0

Share this post


Link to post
Share on other sites
nickm i sent u an email with an example, also as its only a hint so perhaps/perhaps not itll be implemented. + the user is free to override in the control settings (if the driver enables this)
0

Share this post


Link to post
Share on other sites
Remember to put a call to glFinish() when you''re done drawing a frame...
0

Share this post


Link to post
Share on other sites
Thank you for this example zedzeek! Really nice, I haven''t applied it in my code it yet, but the code looks good . Thanks again! And fruny, I don''t know if glFinish() should always be used; actually, I thought it was sort of built in the SwapBuffers function.
0

Share this post


Link to post
Share on other sites
No, it''s not.

glFinish() is used to wait until all the GL commands are done executing by the graphics card. If you swap the buffers with glutSwapBuffers() before all the commands are done... hop, instant tearing problem.

Always remember that GLUT isn''t part of OpenGL. All it does is handle the OS interface for you.
0

Share this post


Link to post
Share on other sites
Well, eeh, I wasn''t talking about the glut, but about the SwapBuffers from (windows/wgl?)...
0

Share this post


Link to post
Share on other sites
glutSwapBuffers() calls SwapBuffers()

in glutint.h:
  
#ifdef _WIN32
.
.
#define SWAP_BUFFERS_LAYER(window) \
SwapBuffers(window->renderDc)
.
.
#endif

in glut_swap.c

  
void APIENTRY
glutSwapBuffers(void)
{
GLUTwindow *window = __glutCurrentWindow;

if (window->renderWin == window->win) {
if (__glutCurrentWindow->treatAsSingle) {
return;
}
} else {
if (__glutCurrentWindow->overlay->treatAsSingle) {
return;
}
}

window->usedSwapBuffers = 1;

SWAP_BUFFERS_LAYER(__glutCurrentWindow);
}
0

Share this post


Link to post
Share on other sites