Sdl2 opengl vsync. I've hit an issue that I can't seem to get around.

Sdl2 opengl vsync If i use this game with another monitor, fps are different (for example 75). So my question is: How do I disable said limitation? The only thread I found, that somewhat (though the driver can always opt to override that). The problem is if i disable the Vsync option, Rendering will be accelerated. It's only possible to query whether 强制禁用Vsync意味着在图形应用程序中关闭Vsync功能。这样做可能会导致图像撕裂的问题,但也可以提高帧率和响应速度。禁用Vsync通常在对性能要求较高的应用程序中使用,例如实时渲染的游戏。 对于SDL2和OpenGL,禁用Vsync可以通过设置相关的参数来实现。 after creating the window and setting up the OpenGL ES 2 context to enable vertical sync, but it seems that both calls fail on iOS. x and y, however they are both unbearably bad. On an Alienware 15 R2 laptop with Nvidia GTX 965M, though I do know a little of OpenGL. SDL2 - Vsync not working. #define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" Remarks. Please consider to check more in depth tutorials on how to setup OpenGL apps in SDL, this for example, see also. "direct3d", "opengl", We do so by waiting for vsync immediately after issuing a flip, SDL is not a framework, there is no such high level functions as framerate control. 5 and I'm on Windows 10. 2%. Acharis Author. 1, and 3. Set the swap interval for the current OpenGL context. I am using a 5 year old retina mac book pro and xcode. The problem laptop has OpenGL 4. In practice, this simplifies things. Extended idea: You might VSYNC the window which is closer to the top of the screen (if VSYNC still works that way, in the days of LCD). I'm using the same stack, although 100% single-threaded. 0, but so far all the example code I can find simply uses a variation of sleep and set the framerate to 60 or 30. My monitor is 60Hz and the other is up to 75Hz. Timing: Use time with SDL2. The sdl2 crate, however, is a safe Rust wrapper around SDL2 C API. Here is code that will delay you to a 60 FPS game, you can adjust the number accordingly: I'm partway through developing a 2D game in C++ using SDL and OpenGL; my IDE of choice is CodeBlocks. SDL2 创建渲染器时只能指定使用软件渲染还是硬件加速,无法选择使用哪种图形引擎实现硬件加速。SDL3 对此做了优化,可以在创建渲染器时指定 rendering driver 也就是图形引擎,比如在 Windows 平台下可以指定使用 D3D11 也可以指定使用 OpenGL 或者 Vulkan。 本文还有配套的精品资源,点击获取 简介:本文介绍了如何使用SDL2和OpenGL库在本地和Emscripten环境中开发基本图形程序的编译实践。 XComponent 提供了应用在 native 侧调用 OpenGLES 图形接口的能力,本文主要介绍如何配合 Vsync 事件,完成自定义动画。 As of SDL2 all hardware rendering has to be double buffered, so you need make sure firstly that you are doing all your drawing through the hardware rendering library. When I tested with vsync enabled I encountered stuttering, which I suppose is because if we miss a rendering frame, we have to wait until the next monitor refresh interval before we can catch up. This is just a read-only archive of the previous forums, to keep old links working. Cancel Save. 2 Jittering when moving mouse. 4. 0 for some reason. 666~ms, It does not line up How to disable VSync with OpenGL: Alex Szpakowski. However, on some other systems, in particular low-end laptops, there is a lot of flickering / tearing during gameplay. GitHub Gist: instantly share code, notes, and snippets. 0 加上Opengl来绘画、并贴上纹理。这里要加载的库文件为SDL2. Posted: Wed Jul 09, 2014 11:38 pm: Yep, that’s how you tell the driver to disable vsync, but it might ignore you (for example if the user forced vsync on in their driver config. If you currently using the software rendering system this should fix it. Of course, since SDL2 was designed around better support for hardware acceleration, it provides a nice way to solve this problem: vertical synchronization, or vsync. It is a very common means of preventing frame "tearing," (seeing half of one frame and half of another) as often seen in high-motion-content 我遇到了一个问题,一些OpenGL函数似乎强制我的应用程序运行60fps。我正在使用SDL2,并且我指定SDL_GL_SetSwapInterval(0)在初始化期间,我认为它禁用了Vsync。例如,下面这行代码每次将返回16毫秒(假设这是我在循环中运行的唯一代码,如果我以前在屏幕上以类似的方式绘制了一些内容,那么运行该函数将 LFTK虽然最初是为嵌入式系统而生,但也有一个小目标:可以用于开发嵌入式系统,也可以开发PC软件和移动APP,所以最后选择了SDL2+OpenGL+nanovg。在使用SDL2+OpenGL+nanovg的过程中,踩了一 SDL2 Wiki (See SDL3/SDL_GL_SetSwapInterval for the SDL3 version. There is no regular way you can get access to the VSync signal manually. Stellar Monarch (4X, turn based, 1 to activate VSync, 0 to disable it. 3, but they renamed it to 2. When i remove the vsync by setting the previous function to 0 and capped the fps to 60 manually in the main loop the cpu usage sits at around 5% average. Passing in a ‘0’ results in VSync being turned off. Is there another method? I found the answer I'm working on a game using SDL2. The vsync is enabled using SDL_GL_SetSwapInterval( 1 ). How to reduce OpenGL CPU usage and/or how to use OpenGL properly. SDL's UpdateWindowSurface don't seem to have vsync support (and I suppose it might be very hard on some platforms and not really possible on others), so SDL software renderer don't have it either. 5 ms (randomly sometimes up to 2. Vsync in the renderer seems to be non-functional in macOS Mojave with SDL 2. 0のAPIに変更するならば, つじつまが合うように古い関数を変更や削除する必要がある. At least on my MacBook Pro with Intel HD Graphics 4000. 9. glDrawElements on OSX has high In the event handling loop of SDL2, calling the method SDL_GetMouseState(&x,&y); or using event. So I'm not certain if this will also work on machines with absolutely no acceleration (I have some OpenGl context enabled on my laptop, allthough I have no proper graphics card - have no idea how it works ). static OGLProc GetOGLProcAddressCallback(const char *proc) It basically uses the Accelerated Renderer only to provide vsync'ed delay for software renderer. – opengl默认情况下,SwapBuffers是和屏幕刷新率同步的,所以你设置的显示器刷新率是60的话,你的 opengl程序的FPS只有在60帧。包括nehe的例子程序都是如此,如果要关闭 垂直同步功能,需要使用 opengl的扩展接口。贴上代码。 typedef void (APIENTRY *PFNWGLEXTSWAPCONTROLPROC) (int); It basically uses the Accelerated Renderer only to provide vsync'ed delay for software renderer. 关注问题 分享. 0 Start app in windowed mode, capture the mouse => SDL2 usually enables vsync, SDL3 nearly always enables vsync; Start app in windowed mode, 在我自己的机器上,动画以合理的速度工作得很好,但在我的办公室机器上,它没有任何vsync延迟运行,导致动画以极快的速度运行,整个帧都被撕裂。 我有一个SDL/OpenGL sdl2. opengl默认情况下,SwapBuffers是和屏幕刷新率同步的,所以你设置的显示器刷新率是60的话,你的opengl程序的FPS只有在60帧。包括nehe的例子程序都是如此,如果要关闭垂直同步功能,需要使用opengl的扩展接口。贴上代码。 typedef void (APIENTRY *PFNWGLEXTSWAPCONTROLPROC) (int); typedef int Initialisation. As far as GL is concerned it just draws to a front/back left/right buffer or some arbitrary FBO. Simple sdl game very slow while cpu at 1. 5,990 February 18, 2015 02:50 PM. For now I only created a window and changed the background color and it compiles and works fine, with a warning that Vsync is not enabled. Basic SDL2 OpenGL application. I’m using the version of SDL2 from the libsdl site, not hg. ) SDL_GL_SetSwapInterval. Vsync should fix tearing. h> Syntax. 3 and sdl2, the cpu's usage shoots up to 50+% with vsync enabled. On 11 July 2013 00:25, Jari Komppa <jari. ) On Jul 9, 2014, at 8:36 PM, Javier Flores wrote: It takes an int parameter, 1 to activate VSync, 0 to disable it. SDL_GL_SetSwapInterval(0) during initialization, Enabling VSync can be performed using the SDL_GL_SetSwapInterval function. 0. SDL2 Wiki (See SDL3/SDL_HINT_RENDER_VSYNC for the SDL3 version. Have you tried enabling VSync? I did some research, and you could accomplish this by passsing in SDL_HINT_RENDER_VSYNC to SDL_CreateRenderer(). komppa at gmail. SDL_GL_SetSwapInterval should do the trick. M1 Mac Mini - VSync gets 2x the monitor's refresh (Not sure about the ProMotion support in SDL2) You may try to change your refresh rate to fixed 60Hz first, and the check if the VSync is still fluctuating 这使我在我的MacBook Pro上达到了约700帧每秒的速度。 下载Xcode的图形工具-2014年8月下旬; 安装或挂载图形工具; 打开Quartz Debug; 转到“工具” ->“显示光束同步工具” My game has an issue with micro stuttering. I cannot trigger this issue with any of our OpenGL renderers. 8k次。本文介绍了在SDL2中应用垂直同步技术以提高动画流畅性的知识。垂直同步能限制显卡生成图像的速度,避免画面撕裂和跳帧现象。通过开启垂直同步,可以确保画面的舒适性。代码示例展示了如何在SDL_Renderer中启用垂直同步,对比了启用和禁用垂直同步时的效果。 100% CPU utilization when using vsync (OpenGL) 7. Adaptive vsync is implemented for some glX drivers with GLX_EXT_swap_control_tear, and for some Windows drivers with WGL_EXT_swap_control_tear. EN OpenGL 3. This sample works on one computer (also Windows, but OpenGL 4. It often takes 2-10ms (or more!) to execute SDL_pumpEvents. Is this because of the removal of OpenGL, and will it be fixed in future versions of SDL2? 强制禁用Vsync意味着在图形应用程序中关闭Vsync功能。这样做可能会导致图像撕裂的问题,但也可以提高帧率和响应速度。禁用Vsync通常在对性能要求较高的应用程序中使用,例如实时渲染的游戏。 对于SDL2和OpenGL,禁用Vsync可以通过设置相关的参数来实现。 Handle mouse input with SDL2. y for the relative mouse coordinates makes SDL2 responsiveness VERY SLUGGISH. Then you simply need to call SDL_RenderPresent in order to flip the double buffer. Older versions used OpenGL to some extent and now SDL 2. x and event. Advertisement. 26. I am trying to change the size of the window of my app with: mysurface = SDL_SetVideoMode(width, height, 32, SDL_OPENGL); Although I am using vsync swapbuffers (in driver xorg-video-ati), I can see flickering when the There are two ways to use OpenGL: As a backend for sdl2::render, where everything is done for you by sdl2. VSync. – Note: I'm using SDL2 + OpenGL (no SDL blitting of any kind, SDL just opens the screen for me and handles keyboard/mouse). Advanced Timers: Start, stop, pause, and unpause timers with @wiourowseoif invoke the drawing of ImGui components ImgGUI does different OpenGL calls to draw the components, and that has to be done in every frame. libsdl. . 6) but not another. I'm referring to SDL2, OpenGL 3. 1 context as well as a 3. SDL Forums SDL May 28th, 2024. Besides that, I've noticed that SDL2 is horribly slow sometimes at generating the events. I have written a small test program (basically hacked an OpenGL example) that uses SDL2 to get a OpenGL context and to draw a rotating cube (basically took this code and made it compile on SDL2: Using OpenGL With SDL). Basically, if I minimise and then restore the 文章浏览阅读4. ) // Learn about Dear ImGui: I've noticed this as well using SDL2's built in 2D rendering, when using its Direct3D backend it runs just fine with or without VSync, it is only when I force it to use OpenGL or use OpenGL directly do I run into this issue. Whats weird is SDL_GetMouseState()is alot faster than event. Header File. SDL2. 5, 2. How can I enable vertical sync on an iOS platform using OpenGL ES 2 and SDL2? In case that's not an option, is there an easy way to limit the FPS of an application to 60? I am learning sdl2 with C++ from Lazy Foo Productions' tutorials. I'm running everything on a newer laptop with Linux and Intel integrated graphics. Adaptive vsync works the same as vsync, but if you've already missed the vertical retrace for a Available only through the use of GAPI to be only used internally by driver's GAPI implementation. 10+ (not yet released) will work around this bug by using CVDisplayLink instead. Follow BlueSky Follow Facebook Follow Twitter Follow Threads. l. For better or worse, I have picked SDL for this tutorial. I understood that this depends by the monitor frame rate. 2. Then I noticed the problem while developing an application that calls SDL_RenderSetVSync(). Guest. Manually, using only sdl2 as a "shell" for your window (akin to glutin and winit crates), and still use sdl2's joystick, events, audio, text As of macOS 12 Monterey VSync when using OpenGL behaves differently on different machines or just outright fails. That's on Linux with Nvidia drivers though. This technique simply makes calls to SDL_RenderPresent() wait for the correct time interval before showing the window. When reading this entry on calculating frame rate I noticed that when runing the application it would tend to 60 fps and the cpu and energy impact were very low, 2% and Low respectively, but when placing another window over it the fps I'm developing my game directly in C++, OpenGL, and SDL2. Lazy Foo' Productions. Swap Interval is a means of synchronizing the swapping of the front and back frame buffers with vertical blanks (v-blank): the hardware event where the screen image is updated with data from the front framebuffer . Things gets more complicated if vsync is disabled (or badly implemented), but simple constant-value delay isn't a solution SDL2::hints - SDL Configuration Variables. The problem here appears to be that SwapBuffers(HDC) synchronizes to the monitor instead of How can I enable/disable vsync at runtime, without destroying the renderer? The HINT only works when creating a new renderer. SDL_PRESENT_VSYNC is a SDL_Renderer flag and has no effect on pure OpenGL rendering. The only device that seems to keep the VSync is the Note 4 because the fps are the same. It only affects rendering performed using the SDL's rendering The solution: vsync. Is there any other way of getting Tbh I don't know what I'm doing with it and don't know where to look. 0、SDL2_image、glut、glu不同平台对应加载的库可能不一样。例如Windows有32位和64位加载的glut库为glut32. One SDL's most powerful features is its ability to combine with OpenGL. I've tested the same code in iOS, other android devices including tablets, pcs and mac with a very simple scene and all of them go from about 60 fps with VSync to +400 without it. To use I'm currently fiddling with SDL2 and OpenGL to get an understanding on how they work and, moreover, how shaders are done and work. 5 context. Sound Effects and Music: Play sound with SDL2 and SDL_mixer. 1 + SDL2. I am currently working on my OpenGL engine but will switch to Vulkan (SDL2 window) soon. I've been using SDL2 with OpenGL to play around with some very basic game engine development. However you should have framerate cap with VSync. The problem here appears to be that SwapBuffers(HDC) synchronizes to the monitor instead of to DWM (Windows' desktop compositor). I'm trying to move my app from GLFW to SDL2 and one of the first things I noticed is that OpenGL vsync stutters a lot on SDL2. If you want to learn more about modern opengl, I have OpenGL shader tutorials too. I've tested this on SDL 2. Buffer swapping is by its very nature a window system specific operation. Works perfectly, thanks :) SDL_GL_SetSwapInterval should do the trick. Passing a ‘1’ turns VSync on Pass in 1 to enable VSYNC. Note that not all videomodes would be 60Hz. SDL_GL_SetSwapInterval( 1 ) should enable vsync. For this tutorial it will make sure the animation doesn't run too fast. )On Jul 9, 2014, at 8:36 PM, Javier Flores wrote: I do SDL_GL_SetSwapInterval(0);, but as almost everything these days, is not a guarantee, it depens on the drivers and the graphics card. I need to run it on a pretty old device though: $ inxi -a CPU: Choppy SDL+OpenGL animation when vsync is on. Every second or two the game "jumps" a little, as if a few frames are missed. 0 with GLFW, the HTML5 canvas etc. But It's worth a try. 1 only supports up to #version 120). Hi, I fought with SDL2 last week and finally I got it working in WSL2. This variable can be set to the When vsync is enabled, the framerate will be limited to the videomode refresh rate being selected. while (!quit) {//usleep So I had the option to either switch on VSYNC or just let the loop execute as many times per second as it could. A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. There is no tearing of the screen, just a small pause and then the jump forward. On inspection, glDrawArrays is only taking about 0. 14 (Mojave), with vsync always disabled, (but vsync in Metal still works). g. There are three differences; you must pass SDL_OPENGL to SDL_SetVideoMode, you must specify several GL attributes (depth buffer size, framebuffer sizes) using SDL_GL_SetAttribute and finally, if you wish to use double buffering you must specify it as a GL attribute, not by passing the SDL_Renderer just knows VSync is a thing the driver supports, and might prefer Metal to OpenGL if the OpenGL on mac is known to SDL2 not to support VSync. I've got the problem narrowed down to a smallish example where I'm only changing the clear color. I suppose you could set only the second window to wait for vsync, but I can't say for certain if this would work (and that it would I'm trying to make a very simple SDL2 app that just scrolls a texture from an image over the screen. However if you are already doing this I would 文章浏览阅读390次。简而言之,动画只是显示一个又一个图像以创造运动的错觉。在这里,我们将展示使用不同的精灵表片段来制作简单的动画。这里设置垂直同步对于本教程(以及以后的教程),我们希望使用垂直同步。VSync 允许渲染在垂直刷新期间与显示器更新时同时更新。 sdl2_opengl_4_5_triangle. I'm not sure there's a good way to accomplish what you'd like in SDL at the moment. Basically, it will cap your FPS for you. Key States: Query current key state with SDL2. 2014 17:35, mediata wrote: Hello, I am trying to make 2 windowed program, but when i try to VSYNC this two windows drawn window is are unsynchronized. Read more on the Khronos wiki: My understanding is that SDL 2. It works fine with macOS High Sierra. It is the default for linux devices. I'm looking for something similar on Android now in OpenGL ES 2. As far as I tested, some OpenGL applications are well vsync-ed, including glxgears. My setup code is more or less as follows: This only happens if you use a metal renderer. Frame Rate and VSync. 0以降の各プロフィール(core, compatibility, debug, robustなど)に対応 OpenGL ESに対応 SDL2への互換レイヤーはない. Gamepads and Joysticks: Use gamepads and joysticks with SDL2. The issue occurs whether the character is moving or not, scrolling or not (just more noticeable w Yes, that's correct, the Present waits for vsync, so the second Present call will wait for the _next_ vsync, so you'll always be one frame out of sync between the two windows. So using it as a framerate limitation is a bad idea. A note about SDL choice. That is not an extension to OpenGL, but rather to WGL (the Microsoft Windows window system API for OpenGL). As you may know, libsdl is, in fact, a C project. In case of OpenGL (which is the API SDL_GL_SwapBuffers) goes through the API to control this is the SDL Forums SDL Tutorials 🐰SDL3 Tutorials🥚 Articles OpenGL Tutorials OpenGL Forums . Cannot enable vsync in Cygwin/X. Today I noticed the game has some jolty issues when not fullscreened so I made an extremely simplified program that simply moves a square from left A variable controlling whether updates to the SDL screen surface should be synchronized with the vertical refresh, to avoid tearing. Defined in SDL_hints. I'm using SDL2 with OpenGL, and vsync is on, but my game loop is running much more quickly than 60 times per second. Defined in SDL_video. 0 context (Well, except for the shader code because OpenGL 2. 5k次。这里用一个例子来说明SDL2. 5 ms). lib 和glut. com> wrote: I went through the hurdle of porting my SDL/OpenGL game to SDL2 with OpenGL. 1. 0. Let’s go to crates. It The solution: vsync. Using latest SDL 2 & glew. On 11. In SDL2 is standard practice as far as I know to use an SDL_Delay to delay the game loop after you've completed all rendering of textures and game logic. Another way to prevent screen tearing is with VSync, or vertical sync. Vsync is quite robust on 3d APIs though, so it might be much simplier to solve your slowdown issue. Glad is a loader generator, so head over there and choose API: gl version 4. Initialising SDL to use OpenGL is not very different to initialising SDL normally. Manual framerate restriction is not same thing as VSync, however, because it will cause tearing, while VSync is synchronized with refresh rate of the monitor/GPU. 03. If there is no capping then it's probably means VSync is not working. 8 and the pre-release of 2. It takes an int parameter, 1 to activate VSync, 0 to I'm using SDL2 + OpenGL (no SDL blitting of any kind, SDL just opens the screen for me and handles keyboard/mouse). Core OpenGL just removes OpenGL calls that don't reflect modern hardware. Sorted. After we create our window/renderer, we're going to enable VSync with SDL_SetRenderVSync. h. 文章浏览阅读2. (e. Regardless of whether I have VSync on or off, occasionally a call to SDL_GL_SwapWindow (glxSwapBuffers under the hood) will take ~22-33ms which causes a In this post I’ll describe how to set up an OpenGL 4. I am drawing in one thread. I was under the impression that if vsync is on, then draw calls like glDrawArrays will block until vsync, causing my game loop to slow down. I've hit an issue that I can't seem to get around. SYNOPSIS use SDL2 qw[:hints]; default renderer X enable 3D acceleration, using X where X is one of the valid rendering drivers. Turning off vsync from NVidia Control Panel removes this High CPU Usage OpenGL Ver 3. 7 // Dear ImGui: standalone example application for SDL2 + OpenGL // (SDL is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan/Metal graphics context creation, etc. The fact is that this code will work with an OpenGL 2. It turns out that NVidia's drivers' implement waiting for vsync with a busy loop which causes SDL_GL_SwapBuffers() to use 100 % CPU. I used the Vsync option for rendering, so it'll render at 60fps. Donate. 0 is I'm trying to move my app from GLFW to SDL2 and one of the first things I noticed is that OpenGL vsync stutters a lot on SDL2. ) SDL_HINT_RENDER_VSYNC. Hot Network Questions Why do the current Google Maps pictures for Heathrow not show a single plane at any of the terminals? For this (and future tutorials), we want to use Vertical Sync. When it is not in your case, then the videomode might be too quick for your screen. Here we'll make a basic OpenGL demo using easier to This means, that there has to be some kind of fps limitation or vsync enabled in SDL2. motion. On sdl2 crate page, you can find links to documentation, github repository. For those of you who use SDL, do you manually control the FPS by checking the time and using sleep? Or do you simply rely on vsync? I would love to see an up-to-date example of a game loop that has a texture that moves with a reliable fps. I installed it with (also installed opengl and other things): SDL2 crate. So this is variable. Looks like the VSync is still on on this device. The SDL forums have moved to discourse. In this simple triangle drawing application made with opengl3. To review, open the file in an editor that reveals hidden Unicode characters. Stellar Monarch (4X Hey Guys, I am new to this and I took my first steps on OpenGL. SDL_HINT_RENDER_VSYNC. Syntax. While the frame timings are an extremely solid 16. News FAQs Contact Bugs. 0 was supposed to be SDL 1. Yep, that?s how you tell the driver to disable vsync, but it might ignore you (for example if the user forced vsync on in their driver config. I don’t really understand the CPU-Load and the framerate that I see when Support Legacy OpenGL in SDL2. Force Feedback: Make your controllers rumble with SDL2. For me, turning off vsync made my input latency "normal". This is a one-way street. Most monitors run at about 60 frames per second and that's the assumption we're making here. org. My application calls SDL_RenderSetVSync() to enable vsync, but when I examined the RendererInfo after enabling vsync, SDL_RENDERER_PRESENTVSYNC was not to be set. In my previous post, I decided that I’m going to use GLM, SDL2 and Glad for that. 30. I'm using SDL2 and I specify. cpp This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. The application continuously produces frames, which may change you have vsync - it isn't needed. I am especially concerned about getting a solid 60fps update time step while having the render thread unlocked with vsync off to achieve >100fps. 5, Profile: core, Extensions: GL_ARB_bindless_texture, GL_ARB_sparse_buffer, GL_ARB_sparse_texture, Options: uncheck ‘generate a loader’. lib。请读者自己取搭建。废话不多说 强制禁用Vsync意味着在图形应用程序中关闭Vsync功能。这样做可能会导致图像撕裂的问题,但也可以提高帧率和响应速度。禁用Vsync通常在对性能要求较高的应用程序中使用,例如实时渲染的游戏。 对于SDL2和OpenGL,禁用Vsync可以通过设置相关的参数来实现。 static FVideoDriver_SDL_OpenGL iFVideoDriver_SDL_OpenGL; /** Platform-specific callback to get an OpenGL function pointer. I'm having an issue where some OpenGL functions seem to force my application to run 60fps. Right now, I'm following this tutorial, using SDL instead of glfw; With all my SDL/OpenGL programs, the framerate is stuck at 60fps, so looks like the vsync is enable, but not by me, Apparently this is broken in Mac OS 10. as part of the project if you can't use its api's considering you already have a renderer the SDL provides the context and does the swapping, and you still could (if you want) use SDL_Renderer in 垂直同期 (VSync) は、グラフィックスカードがモニターのリフレッシュレートと同期してフレームを描画するようにする機能です。これにより、画面のティアリング (画面が裂けるような現象) を防止し、より滑らかな描画を実現できます。OpenGL では、一般的に次の方法で VSync を有効にできます。 I'm writing a real-time interactive graphics application using SDL2 and OpenGL in Python (pysdl2, PyOpenGL). Defined in <SDL3/SDL_hints. Draw stuff with OpenGL as usual, call SDL_GL_SwapWindow() when you’re done. int SDL_GL_SetSwapInterval(int to enable adaptive vsync. io and search for sdl2. VSync allows the rendering to update at the same time as when your monitor updates during vertical refresh. awiwfa vtvfn pgdr egsa rukvg bydpfir tfotx fxoxglf slm ugy jbtbee jpqbrz wrisprvu ukx btthr