Reputation: 2233
I'm currently coding a game in openGL and I've got to a stage where I'm in first person mode controlling the "camera" with W & S, and rotating with the mouse.
For some reason, when I'm in windowed mode, the speeds at which I move and rotate seems MUCH faster than the speeds I get when In fullscreen, but that's not my main issue. (*1)
As a result of the above, I decided to restrict the game to fullscreen.
My level is a cube where each side is a different RGB colour and when I move my mouse very quickly, the corners of the level turn very blocky until I slow down. (*2)
Anyone got any idea what's going on for either the questions (*1, *2).
I tried to screenshot it for you guys, but it looks normal in the screenshot.
Upvotes: 2
Views: 777
Reputation: 52082
Measure your frame times with glutGet(GLUT_ELAPSED_TIME)
:
void displayCallback()
{
int start = glutGet(GLUT_ELAPSED_TIME);
drawFrame();
glutSwapBuffers();
int end = glutGet(GLUT_ELAPSED_TIME);
cout << "Frame time: " << (end-start) << "ms" << endl;
}
If they're around 16-17ms you most likely have some vsync. Managing vsync is system-dependent, both in access method and reliability :(
Your best bet is frame-rate independence, so you do the Right Thing no matter how fast/slow you're running.
Upvotes: 2