Double Buffering

Correct Use of SDL_UpdateWindowSurface()

When should I call SDL_UpdateWindowSurface() in my application?

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SDL_UpdateWindowSurface() should be called whenever you have finished rendering the current frame in your back buffer and are ready to display it. Typically, this is done at the end of your game loop after all drawing operations:

#include <SDL.h>

int main(int argc, char** argv) {
  SDL_Init(SDL_INIT_VIDEO);
  SDL_Window* window = SDL_CreateWindow(
    "Update Example",
    SDL_WINDOWPOS_UNDEFINED,
    SDL_WINDOWPOS_UNDEFINED,
    640, 480, 0);

  SDL_Surface* surface = SDL_GetWindowSurface(
    window);

  while (true) {
    // Render graphics to the surface here
    SDL_FillRect(surface, NULL,
      SDL_MapRGB(surface->format,
        0x00, 0xFF, 0x00));  // Fill green

    // Update the front buffer with what has
    // been drawn on the back buffer
    SDL_UpdateWindowSurface(window);
  }

  SDL_DestroyWindow(window);
  SDL_Quit();
  return 0;
}
This Question is from the Lesson:

Double Buffering

Learn the essentials of double buffering in C++ with practical examples and SDL2 specifics to improve your graphics projects

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This Question is from the Lesson:

Double Buffering

Learn the essentials of double buffering in C++ with practical examples and SDL2 specifics to improve your graphics projects

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