Also,  this isn't really a problem to being with.  There is enough time to complete the calls and it runs at the correct Quicktime framerate and the request GL one too.

On 10/12/07, chris clepper <cgclepper@gmail.com> wrote:
On 10/12/07, Mathieu Bouchard <matju@artengine.ca> wrote:
Ok, then the only solution is to start a small thread that only tries to
display the last completed frame. It's sort of like the threaded
soundfiler.

Threading and OpenGL are a no-no.  Plus, the driver is just going to stall on all GL calls until the swap is done at refresh.