Also, this isn't really a problem to being with. There is enough time to complete the calls and it runs at the correct Quicktime framerate and the request GL one too.<br><br><div><span class="gmail_quote">On 10/12/07,
<b class="gmail_sendername">chris clepper</b> <<a href="mailto:cgclepper@gmail.com">cgclepper@gmail.com</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<span class="q">On 10/12/07, <b class="gmail_sendername">Mathieu Bouchard</b> <<a href="mailto:matju@artengine.ca" target="_blank" onclick="return top.js.OpenExtLink(window,event,this)">matju@artengine.ca</a>> wrote:
</span><div><span class="q"><span class="gmail_quote"></span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Ok, then the only solution is to start a small thread that only tries to<br>display the last completed frame. It's sort of like the threaded<br>soundfiler.</blockquote></span><div><br>Threading and OpenGL are a no-no. Plus, the driver is just going to stall on all GL calls until the swap is done at refresh.
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