Hi. I saw a number of similar posts here and elsewhere on the web, but it didn't really answer all my questions. I run an experiment wherein I have to present a number of objects (each a circle with text on it). At certain poins in time, objects flash on and off (the circle radius and font size is increased, I wait 5 frames, and then the circle radius is decreased again). I implemented each object as a Sprite, so I call the update method. I use fullscreen mode, the objects are relatively large (circle radius 60-70 px) and arranged in a circle spread across large parts of the screen.
PROBLEM: It seems there is no sync with the vertical screen refresh. My objects are sometimes torn. I tried about everything I could conceive of and I am kind of desparate now. I tried using surface.convert() after I made the Sprite images, and passing HWSURFACE and/or DOUBLEBUF (I also tried SWSURFACE) to the set_mode() function. I tried out both display.update() (passing the corresponding rectangles) and display.flip(). In the nvidia settings I also enforced vertical sync. Nothing seems to have any effect. My questions: 1. Is this a hardware problem or a software problem? 2. In the pygame docs, it says that display.update() is a more efficient version of display.flip(). However, does display.update() also wait for screen refresh just as flip() is doing? 3. Is the problem due to the fact that I update large parts of the screen? 4. Is there are any way to get rid of that flickering? Cheers, Matthias PS: I run Windows XP on my laptop @ 3GB RAM and 1,6 Ghz dualcore. Graphic card is Geforce Go 7600. It's connected to an external TFT monitor at a resolution of 1280x...@60 Hz.
