hello there
Even if DirectX is the way to go for Windows app, some emulator programmers choose sdl nowadays as an abstraction layer on a higher level for their emus, improving portability.
The problem is that SDL relies on DirectX, or GDI, or whatever you configure it for... It can be done in compile-time, and there are enviroment variables to set default render API... All in all, very confusing.
I have compiled my own version in Linux, with DirecfFB support, wich supports double buffer. It works fine if I set the video enviroment variable to directfb, but most good emulators are for Windows.
So let's fix the OS: let's say I am on WindowsXP. Do you guys know how to configure it in order to force a double buffer in every application using SDL?
SDL, Windows, and Vsync or double buffering in emulators
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SDL, Windows, and Vsync or double buffering in emulators
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My Nvidia control panel lets me configure vertical synchronization to be on, off or selectable by applications.
That should at least work with SDL apps using DirectX and maybe OpenGL (not tested).
That should at least work with SDL apps using DirectX and maybe OpenGL (not tested).
vSNES | Delphi 10 BPLs
bsnes launcher with recent files list
bsnes launcher with recent files list