2 Q's in one : What is the best ( also what is the easiest ) way to stop openGL hogging all the CPU time yet still keeping
millisecond control over what is happening.
e.g.
update screen and check messages every 40 milliseconds
various delay loops I have seen - which ones pass control back to windows (tutorial wasn't clear)
and is threading better (i will have to learn loads for that).
Any advice would be great. No code needed.
to AndyHunter - sorry about hijacking other thread and I see your point about the int main(void) - I thought it was just good practice.