How to Prevent Screen Tearing in Graphics Applications
How can I prevent screen tearing when implementing double buffering in my graphics application?
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;
}
Double Buffering
Learn the essentials of double buffering in C++ with practical examples and SDL2 specifics to improve your graphics projects