When I rotate a textured object(pyramind) around an axis the closer the object gets to viewport the more the texture seems to flicker regardless of frame rate. Im using linear map for the texture and double buffering.
When I reduce the angle of rotation the flickering reduces but then I loose speed.
To me it seems that the previous frame is still being drawn whilst the next one begins. Is this possible and if so is
there a callback function to determine when the frame is finished been drawn.
Thanks for any help.
glPushMatrix();
glRotated(fRot, 0.0f, 1.0f, 0.0f);
glTranslatef(-20.0f, 0.0f, 0.0f);
glCallList(model);
glPopMatrix();