What if you do 2 flip calls and then maintain 60 fps (or whatever your
refresh rate is) from then on?
(I'm thinking that the second flip call will block until the first is done -
I think most drivers behave that way so they don't get too far ahead)


On Tue, Feb 10, 2009 at 2:22 AM, Matthias Treder <
[email protected]> wrote:

> Hi guys.
> There was a thread about this issue in 2007, with no obvious solution.
> I got the same problem so I hope somebody knows a way out (if any).
> The point is I want to know exactly when a flip is occuring. Naive
> code could look like this :
>
> .... do some drawing here ....
> pygame.display.flip()
> timestamp = pygame.time.get_ticks()
>
> With double buffering, the flip waits for the next screen refresh, but
> the program is not blocking and waiting for the flip (which is quite
> reasonable), it just goes on. This means, however, that get_ticks()
> will probably return before the actual flip happened. With my screen
> (60 Hz), there is thus an unpredictable error of 0 - 16.6 ms.
> Is there any way to get to know when the flip happened, or at least to
> reduce this error below 10ms or so?
>
> Thanks.
> Matthias
>

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