vsync

Trouble with vsync using glut in OpenGL

倾然丶 夕夏残阳落幕 提交于 2019-12-04 18:23:45
I'm struggling desperately to get Vsync to work in my OpenGL application. Here's the vital stats: I'm using Windows, coding in C++ OpenGL and I'm using FreeGLUT for my OpenGL context (double buffering). I'm aware that for the swap buffer to wait for vertical sync in Windows you are required to call wglSwapIntervalEXT(). My code does call this (as you'll see below), yet I am still getting vertical tearing. The only way I've managed to stop it is by calling glFinish() which of course has a significant performance penalty associated with it. The relevant parts of my main() function look like this

How to enable VSYNC in D3D windowed app?

雨燕双飞 提交于 2019-12-04 13:49:17
So, Im using D3D in a windowed application. I inited D3D with the following parameters: windowed: true; backbufferformat: D3DFMT_X8R8G8B8; presentinterval: D3DPRESENT_INTERVAL_ONE; swapeffect: DISCARD Each time OnPaint is called, I render the image to the backbuffer and present it to front. As far as I know (and so does MSDN say), once I set D3DPRESENT_INTERVAL_ONE , vsync will work. But in this case, the image is teared when dragging horizontally. (It seems there's a line across the image, image below the line shows on the monitor and the above part follows.) Some sites say D3DPRESENT

How to avoid tearing with pygame on Linux/X11

故事扮演 提交于 2019-12-04 06:24:33
I've been playing with pygame (on Debian/Lenny). It seems to work nicely, except for annoying tearing of blits (fullscreen or windowed mode). I'm using the default SDL X11 driver. Googling suggests that it's a known issue with SDL that X11 provides no vsync facility (even with a display created with FULLSCREEN|DOUBLEBUF|HWSURFACE flags), and I should use the "dga" driver instead. However, running SDL_VIDEODRIVER=dga ./mygame.py throws in pygame initialisation with pygame.error: No available video device (despite xdpyinfo showing an XFree86-DGA extension present). So: what's the trick to

How to disable vsync on macOS

别等时光非礼了梦想. 提交于 2019-12-03 23:45:30
With all my SDL/OpenGL programs, the framerate is stuck at 60fps, so looks like the vsync is enable, but not by me, nor in my code or my settings. so i would like to now if there is a way to disable it, maybe in some deep macOS settings? This enabled me to get around ~700 frames per second on my MacBook Pro. Download Graphics Tools for Xcode - Late August 2014 Install or just mount Graphic Tools Open Quartz Debug Go to Tools -> Show Beam Sync Tools Select Disable Beam Synchronization It is not permanent either, perfect for testing/benchmarking. Source Brett Hale Welcome to SO. I outlined an

Android 屏幕刷新机制

匿名 (未验证) 提交于 2019-12-03 00:40:02
//ViewRootImpl @Override public void requestLayout() { if (!mHandlingLayoutInLayoutRequest) { checkThread(); //检查是否在主线程 mLayoutRequested = true ; //mLayoutRequested 是否measure和layout布局。 scheduleTraversals(); } } void scheduleTraversals() { if (!mTraversalScheduled) { //同一帧内不会多次调用遍历 mTraversalScheduled = true ; mTraversalBarrier = mHandler.getLooper().getQueue().postSyncBarrier(); //拦截同步Message //探索的入口 mChoreographer.postCallback( Choreographer.CALLBACK_TRAVERSAL, mTraversalRunnable, null ); } } final class TraversalRunnable implements Runnable { @Override public void run() { doTraversal(); } }

wglext - extension not installed in OpenGL context

会有一股神秘感。 提交于 2019-12-02 07:46:05
问题 I am trying to disable vsync in OpenGl with WGL_EXT_swap_control using wglSwapIntervalEXT(int interval). I am trying to include the wglext header but after much searching it seems it is not installed on my pc (using opengl extension viewer to find this). I have tried installing the windows sdk and updating the .net framework but still cannot install this extension. Is there anyway to include this. my graphics card is an nVidia GTX 770m. Or is there a simpler way to disable vsync. Thanks 回答1:

Vsync in Flex/Flash/AS3?

 ̄綄美尐妖づ 提交于 2019-11-30 18:55:17
I work on a 2D shooter game with lots of moving objects on the screen (bullets etc). I use BitmapData.copyPixels(...) to render entire screen to a buffer:BitmapData. Then I "copyPixels" from "buffer" to screen:BitmapData. The framerate is 60. private var bitmap:Bitmap = new Bitmap(); private var buffer:Bitmap = new Bitmap(); private function start():void { addChild(bitmap); } private function onEnterFrame():void { // render into "buffer" // copy "buffer" -> "bitmap" } The problem is that the sprites are tearing apart: some part of a sprite got shifted horizontally. It looks like a PC game with

Vsync in Flex/Flash/AS3?

人走茶凉 提交于 2019-11-30 03:11:01
问题 I work on a 2D shooter game with lots of moving objects on the screen (bullets etc). I use BitmapData.copyPixels(...) to render entire screen to a buffer:BitmapData. Then I "copyPixels" from "buffer" to screen:BitmapData. The framerate is 60. private var bitmap:Bitmap = new Bitmap(); private var buffer:Bitmap = new Bitmap(); private function start():void { addChild(bitmap); } private function onEnterFrame():void { // render into "buffer" // copy "buffer" -> "bitmap" } The problem is that the

How to wait for VSYNC in Xlib app?

纵然是瞬间 提交于 2019-11-27 14:09:31
问题 I am drawing something on screen using XWindow Drawable, Pixmap, and XRender. I can see that sometimes there is flicker. Is there a way to wait for VBLANK? I googled a lot already, feels like looking for a coin in a forest. There is NO OpenGL involved. It is Linux (Ubuntu). I could use (nano)sleep(), but need to know when the time to draw has come some how. 回答1: I find the by far most simple solution is using GLX because of its excellent high level interface towards synchronization and double