How can I determine exactly when thw GLDrawable.swapBuffers() command actually swaps the buffers?
Is there a way of waiting for the swapBuffers() to complete?
I have a simple program which rotates a viewpoint by 1 degree every time display() is called. Thus a complete 360 degree revolution should take 360 calls to display(). With a 60Hz refresh rate I would expect this to take 6s assuming the rendering can be done in less than 1/60th of a sec. However, the scene rotates much faster especially when the window is small. This would indicate that display() is called more frequently and that swapBuffers() is called at a rate higher than the refresh rate. I’ve tried bot the default automatic buffer swapping and disabling this to do a manual swap. PS. I’m using Windows XP.