It isn’t slower. In fullscreen mode the flip is synced to the vertical
refresh. In windowed mode it isn’t. So your fullscreen version spends more
time waiting for the next flip…> -----Original Message-----
It isn’t slower. In fullscreen mode the flip is synced to the vertical
refresh. In windowed mode it isn’t. So your fullscreen version spends more
time waiting for the next flip…
That’s not true by default in OpenGL. It’s a preference setting,
see Daniels previous post on the topic.
See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software
It isn’t slower. In fullscreen mode the flip is synced to the vertical
refresh. In windowed mode it isn’t. So your fullscreen version spends
more> > time waiting for the next flip…
That’s not true by default in OpenGL. It’s a preference setting,
see Daniels previous post on the topic.
See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software
Not quite, actually. To get optimum performance and avoid tearing, you need
to use more than two display buffers, and SDL doesn’t support that (yet).
Just to make things more complicated, some targets seem incapable of
implementing triple buffering in any useful way… (You need hardware page
flipping, or at least a timer or retrace driven “flip handler” for that to be
of much use. I’m thinking about how to hack that into the Utah-GLX MGA
driver, but I’m not even sure it’s at all possible without severely degrading
rendering performance.)
However, an SDL_TRIPLEBUFFER flag could just try double buffering if all else
fails and not case much trouble for the application, I think.
//David
.- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia | ----------------------> http://www.linuxaudiodev.com/maia -' .- David Olofson -------------------------------------------. | Audio Hacker - Open Source Advocate - Singer - Songwriter |--------------------------------------> david at linuxdj.com -'On Thursday 08 February 2001 13:37, Jiho Choi wrote:
I changed my OpenGL setting.
vertical sync : on -> off
and then, the fullscreen performance is as good as windowed. (^^;)
I think that it is not a SDL problem. (just OpenGL driver problem !!..)