더블버퍼링이 뭔지 이제야 좀 알 거 같았는데

이미 적용된 함수가 라이브러리에 있었고

이미 쓰고 있었다 ;;;


As of SDL2 all hardware rendering has to be double buffered, so you need make sure firstly that you are doing all your drawing through the hardware rendering library.

Then you simply need to call SDL_RenderPresent in order to flip the double buffer.

If you currently using the software rendering system this should fix it. However if you are already doing this I would suspect some other issue is at hand, you may want to check if you are using vsync and see if there are other bugs in your drawing code that could cause this.

Note that if you are not currently using vsync this is also a likely cause. You will need to fix this by setting the SDL_HINT_RENDER_VSYNC hint.