I to handle my game at an interval of 60 fps, but let it draw in sync
with the display's refresh rate.
I used AGL_SWAP_INTERVAL for a long while.
If I handle the game at 60 fps and the monitor refresh rate is 60Hz,
everything is fine.
The problem is, if I want to handle the game at 60 fps and the monitor
refresh rate is 75Hz, the animation is no longer very smooth.
Going into full screen mode and setting the refresh rate to 60Hz
doesn't work on all displays. Also, it is a very common feature these
days run the game in window mode.
The question is, how can I let be game be handled at 60 fps, while
drawing at whatever the monitor's refresh rate is, without impacting
performance of the game (assuming the hardware can keep up.)
I have put together a small demo. If drawInterval and gameInterval are
the same as the monitor, there is no problem. If they are different,
the animation is not very smooth.
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