Re: Uneven V-sync
"Edition Chamäleon" <[email protected]> Wed, 18 Jan 2017 12:40:23 +0000
| Newsgroups | gmane.comp.lib.sdl |
|---|---|
| Message-ID | <[email protected]> |
> Maybe you're doing something fundamentally wrong like calling glDrawElements/glDrawArrays for each sprite or uploading textures every frame Hi, I didn't use any of this functions. I used SDL_RenderCopy and SDL_RenderCopyEx for the drawing. Further SDL_SetTextureColorMod, SDL_SetTextureAlphaMod, SDL_SetTextureBlendMode, SDL_SetRenderDrawColor, SDL_RenderClear, SDL_RenderPresent a.s.o. I think I did nothing extravagant. What do you mean with "uploading textures" ? IMG_Load or SDL_CreateTextureFromSurface or sth ? I don't load textures during the game. About the functionality or v-sync : I would understand if I got a multiple of 16,67 ms as fps. ( 17, 33, 50, 83 ) . That would proof, that vsync works and that my gamecode uses to much time. But as I wrote I get lots of values between. Doesn't that proof that v-sync isn't working, or what am I missing here ? Thanx in advance, Michael _______________________________________________ SDL mailing list [email protected] http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org