The issue seems like it may be with vsync.
When I setup my video card to enable vertical sync by default, the
problem is a lot less pronounced (arguably good enough not to worry
about). I'm guessing the programs that seemed to work were explicitly
enabling vertical sync.
I believe I've seen some other graphical programs handle things like
menu shadows even more fluidly, though those may have been done in DirectX.
- Eron
Simon Hammett wrote:
No it's not multi threading. My single threaded non OSG apps do the same,
and that's with my OpenGl rendering code called in response to WM_PAINT.
It's something to do with the back buffer swap overwriting the screen
without being properly synchronised with GDI but I've never had time to
investigate it properly.
I think you might have to render to a buffer and then copy it across
in response to WM_ERASEBKGND to play nicely with GDI but I've
not tried doing that yet.
2008/12/15 Schmidt, Richard <richard.schm...@eads.com>:
Hi,
we are having the same issues here and I think the problem is related to
multithreading.
One solution may be to sync your drawing thread to the drawing of
windows or to sync the swap operation in double buffered mode.
I don't know if that helps, it's just a guess.
Richard
_______________________________________________
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org