Isn't SDL supposed to cache blits until I call UpdateRect or Flip?
Yes, normally it does but sdl uses shadow buffers to do this and at the moment my code doesn't - instead all single buffer writes are done directly to the screen. Not as elegant but that part was written way back when the HW code was just proof-of-concept.
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Anyway, blitting to a seperate surface and then blitting this to the screen didn't solve anything. Yes, most of the flickering is gone, but it's still there. It's just not as bad because instead of little small surfaces there is just one big surface. But, especially when something moves on the screen you still see a bit of flickering tile borders.
Without double buffering the blit to the screen won't be v-synced automatically I'm sure I exposed the v-sync function to allow you to do it manually (I've not got the source at hand to check.)
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Jabberwocky said:
It also seems to throw in a totally unaligned frame occasionally causing a severe 'glitch'.
This is what I mean.
If I could add a v-sync interrupt there'd be no problems (and a blitter interrupt would speed things up too), unfortunately without writing kernel modules or using the 940 I'm relying on a fairly crude method of detecting the v-sync.
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So, all this fancy HW accelerated stuff isn't usable yet? Come on..