The users system is running at 60Hz (the returned value from the driver list). So we've got a differnce of 10 frames.
My codeloop will run at 50 times a second but what will be drawn? Are the extra 10 frames drawn with old content then.
My codeloop will run at 50 times a second but what will be drawn? Are the extra 10 frames drawn with old content then.
Well, yeh, kinda. There won't be anything drawn for 10 of those frames, so they will have the old buffer from the previous frame.
A substep-method? This would be like using a physics-engine where you can specify substeps for the physics calculation for more accuracy while not drawing every update.
Exactly the same but in reverse. Every 10 frames a second you will have one loop of code (including a set of drawing commands presumably) that never get shown on screen, because the screen itself doesn't get updated until after the next loop.
d) And by the way if it's openGL aren't 60Hz also the maximum framerate?
No, but it's probably the minimum.
use bglSwapBuffers instead of Flip.
Oh, I don't understand the differance between those two commands, then. does bglSwapBuffers require some arguments passed to it?
I'd always choose a common refresh rate, like 60Hz, 75Hz or 85Hz.
I'd recommend 75 as a sort of 'safe' average between the two... better yet is to give the user the choice, of course =]