Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Screen tearing with my own time controller - double buffer  (Read 2607 times)

0 Members and 1 Guest are viewing this topic.

Sivak

  • Jr. Member
  • **
  • Posts: 51
    • View Profile
Screen tearing with my own time controller - double buffer
« on: April 15, 2010, 09:17:39 pm »
Hey there.

I've implemented my own time control system that is working pretty well, but naturally the FPS and vsync are not equal and thus it produces a screen tear artifact.  This is ONLY in fullscreen mode.

Is there an easy way to address this?  I've been reading about double buffering, but have no idea how to actually go about it.

Help/thoughts appreciated, thanks.

Nexus

  • SFML Team
  • Hero Member
  • *****
  • Posts: 6287
  • Thor Developer
    • View Profile
    • Bromeon
Screen tearing with my own time controller - double buffer
« Reply #1 on: April 15, 2010, 09:38:01 pm »
Did you try sf::RenderWindow::UseVerticalSync()?
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development:

Sivak

  • Jr. Member
  • **
  • Posts: 51
    • View Profile
Screen tearing with my own time controller - double buffer
« Reply #2 on: April 23, 2010, 04:21:32 am »
EDIT:  Disregard this post.  Thanks.