Original Post
hi. i wrote that question a few days ago.
http://www.gamedev.net/topic/635323-sprite-movings-are-buzzing/
thanks for all the person answers my question,
however, there is no way to regulate 'buzzing frames' without 'delta time'?
because, i want that if the framerate is low, game processing (ex. bullet moving) is have to slowed.
in my game, when Start Game Screen Surface with SDL_FULLSCREEN | SDL_SWSURFACE, 'sprite buzzing' occured.
however, SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF 'sprite buzzing' problems are solved.
but, there are two problems about SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF.
first. SDL_HWSURFACE | SDL_DOUBLEBUF mode are not applied when Window mode.
second, Alpha Blending is very slow when SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF.
so, my question is..
1. is there no way to regulate 'buzzing frames' without 'delta time'?
2. how to enable 'SDL_HWSURFACE | SDL_DOUBLEBUF' in window mode?
3. why the alpha blendings are slowed when 'SDL_HWSURFACE | SDL_DOUBLEBUF' are enabled?? how to solve this??
my development environment is ms windows 7, ms visual studio 2010,
sdl 1.2 and 'sdl_putenv(sdl_videodriver=directx)'
http://www.gamedev.net/topic/635323-sprite-movings-are-buzzing/
thanks for all the person answers my question,
however, there is no way to regulate 'buzzing frames' without 'delta time'?
because, i want that if the framerate is low, game processing (ex. bullet moving) is have to slowed.
in my game, when Start Game Screen Surface with SDL_FULLSCREEN | SDL_SWSURFACE, 'sprite buzzing' occured.
however, SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF 'sprite buzzing' problems are solved.
but, there are two problems about SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF.
first. SDL_HWSURFACE | SDL_DOUBLEBUF mode are not applied when Window mode.
second, Alpha Blending is very slow when SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF.
so, my question is..
1. is there no way to regulate 'buzzing frames' without 'delta time'?
2. how to enable 'SDL_HWSURFACE | SDL_DOUBLEBUF' in window mode?
3. why the alpha blendings are slowed when 'SDL_HWSURFACE | SDL_DOUBLEBUF' are enabled?? how to solve this??
my development environment is ms windows 7, ms visual studio 2010,
sdl 1.2 and 'sdl_putenv(sdl_videodriver=directx)'