On Feb 20, 2015, at 4:16 PM, Jonas Maebe jonas.maebe@elis.ugent.be wrote:
On 19/02/15 21:45, Ken Thomases wrote: [snip]
Basically, GDI32 and USER32 can overdrive the drawing loop without having to wait for the GPU or the refresh cycle.
Great, thanks for the explanation! That's indeed exactly what this game seems to need. It generates and tries to display a new screen per game step, but there's no need to display them all.
If that's the case, then maybe there are unnecessary calls to glFlush() or even glFinish() that can/should be skipped.
If Stefan has the inclination and the opportunity, I'd wait for him to get a chance to analyze its behavior.
Thanks for the log snippets in response to my questions about display modes, but I no longer think that's relevant.
-Ken