-Delta Rho
flickering problem...
well, if you are using directdraw or opengl and you are not in windowed mode, you need to do a page flip in between each animation frame. if you are in windowed mode, you need to put a delay between each frame. most animation flickerings are caused by writing to the buffer faster than the graphics card can read from it, thus causing a "tearing" effect.
October 29, 1999 02:08 AM
Depending on what you are using to code with, you could use a double buffer method of displaying your graphics. In this method you just create a temporary buffer to hold your screen in, then after the current screen in the video buffer has been shown just wait for the vertical retrace on the monitor and then copy the double buffer to the video buffer. This should get rid of your flickering problem.
November 01, 1999 11:33 PM
I also think yo should use a double buffer yet first try it with out a wait for v sync, see how it looks, if you still see a slight tearing then stick it in.
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