I am interested if anyone has had used GetrasterStatus in direct3d application to control application vsync behaviour in high precision timing? What set of techniques are to be implemented to do the job to perform additional background operations while waiting for vsync and fliping the buffers just in time of vertical scan line?
migration rejected from stackoverflow.com Dec 2 '13 at 16:40
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closed as off-topic by Josh Petrie♦ Dec 2 '13 at 16:40
This question appears to be off-topic. The users who voted to close gave this specific reason:
- "Programming questions that aren't specific to game development are off-topic here, but can be asked on Stack Overflow. A good rule of thumb is to ask yourself "would a professional game developer give me a better/different/more specific answer to this question than other programmers?"" – Josh Petrie