2
votes
1answer
268 views

Procedurally generating terrain in dead time before buffer swap

I'm using OpenGL/C++ in Windows, and my main loop looks like this: GLboolean done = GL_FALSE; auto_ptr l_world(new World); l_world->Init(); while (!done) { if ...
1
vote
0answers
281 views

GetRasterStatus usage in direct3d [closed]

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 ...
3
votes
3answers
3k views

Non blocking Vsync in direct3d

I have direct3d application with a direct3d PRESENTATION_INTERVAL_ONE implementation. Pitty, its blocking and eating my CPU waiting for a Present. I ended up searching for Raster scan solutions, ...