A best solution is to limit your "game logics" FPS, so you give the Render FPS a priority.
This can be done with the fps limit framework in the codearchives, then drawing the mouse before the flip. It looks something like:
This won't solve the problem at all, but will give you more control over logics FPS.
This can be done with the fps limit framework in the codearchives, then drawing the mouse before the flip. It looks something like:
Calculate period While (not keyhit(1)) -------------------- Calculate Timer for k=1 to ticks GAMELOGICS() next -------------------- RenderWorld DrawMouse Flip Wend
This won't solve the problem at all, but will give you more control over logics FPS.