   SDL_GL_SwapBuffers() - Slow Performance
  Hi,I've recently managed to port my work-in-progress OpenGL game from using freeglut to using SDL. Since parts of my physics code are particularly processor intensive and I have to keep an eye on performance, I ran the new SDL code through a performance profiler (LTProf), and found that SDL_GL_SwapBuffers() seems to be taking up a fairly shocking amount of the processor time - about 25%, compared to my old glutSwapBuffers(), which didn't even register as anything more than a fraction of a percent.I've done a bit of Googling, and found a few threads like these:http://forums.indiegamer.com/archive/index.php/t-7385.htmlhttp://www.gamedev.net/community/forums/topic.asp?topic_id=224487&whichpage=1�So, to answer some of the questions that came up there (and some others that might get asked):- My old code disabled VSync using wglSwapIntervalEXT(). In the SDL code, I'm still using that to disable VSync, but I've also added SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 0) just to make sure.- I'm using double buffering with SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1)- I don't call glFlush() or glFinish() anywhere in my code.- LTProf seems to think that most of SDL_GL_SwapBuffers() is spent calling SDL_FreeWAV(), which is really weird because that's obviously not called from SDL_GL_SwapBuffers(). Just a mistake/red herring on LTProf's part?- I don't yet have timers back in and working in order to display how long is actually getting spent in SDL_GL_SwapBuffers() in milliseconds, or to display my current framerate in actual FPS, but I plan to.- I'm using Visual Studio 2008. I built the SDL library myself, from source. The only change I made was to switch the SDL runtime from using msvcrt.lib (/MD) to libcmt.lib (/MT) because I couldn't get the game to link otherwise.Anyone encountered anything like this before? Does anyone know what I could try next to track down the source of the problem?   
  I’m bringing this thread back from the grave because I m having the same exact situation, anyone found why SDL_GL_SwapBuffers would be so slow even without vsynch?   