Double Buffering

How to Prevent Screen Tearing in Graphics Applications

How can I prevent screen tearing when implementing double buffering in my graphics application?

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To prevent screen tearing, ensure your application's frame updates are synchronized with the monitor's refresh rate. This can be done using vertical synchronization (VSync), which you can enable in most graphics libraries. Here's an example in SDL:

#include <SDL.h>

int main(int argc, char** argv) {
  SDL_Init(SDL_INIT_VIDEO);
  SDL_Window* window = SDL_CreateWindow(
    "SDL Example",
    SDL_WINDOWPOS_UNDEFINED,
    SDL_WINDOWPOS_UNDEFINED,
    640, 480, 0);

  // VSync enabled here
  SDL_Renderer* renderer = SDL_CreateRenderer(
      window, -1, SDL_RENDERER_PRESENTVSYNC);

  while (true) {
    SDL_SetRenderDrawColor(
      renderer, 255, 0, 0, 255);  // Red
    SDL_RenderClear(renderer);
    SDL_RenderPresent(renderer);
  }

  SDL_DestroyRenderer(renderer);
  SDL_DestroyWindow(window);
  SDL_Quit();
  return 0;
}
This Question is from the Lesson:

Double Buffering

Learn the essentials of double buffering in C++ with practical examples and SDL2 specifics to improve your graphics projects

Answers to questions are automatically generated and may not have been reviewed.

This Question is from the Lesson:

Double Buffering

Learn the essentials of double buffering in C++ with practical examples and SDL2 specifics to improve your graphics projects

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