It (most probably) happens when something updates the frame buffer before it's being rendered.
The simple trick of pausing the execution flow for long enough that it guarantees rendering could be a solution, but perhaps some better function that synchronises with a render would be even better.
It (most probably) happens when something updates the frame buffer before it's being rendered.
The simple trick of pausing the execution flow for long enough that it guarantees rendering could be a solution, but perhaps some better function that synchronises with a render would be even better.