Hi Adam,

I purposefully used vsync=True to show the mode I was using. If you try the 
code yourself, you will notice that just changing vsync to False won't make 
the flip function any faster. Although it will wait for the next vsync, the 
time is actually mainly spent in transferring the data to the GPU and 
swapping buffers. Vsync was one of the things I tried when I was 
investigating.

I agree with everybody above. This would probably should find a place in 
the documentation, but I also would refrain from setting a 16 bits depth 
buffer as default. Now if used for 2D application, there won't be any 
polygon z-fighting AFAIK. But I might be wrong here. I'm still learning. :) 
Now Pyglet probably does not assume anything regarding the projection, and 
a perspective projection would exhibit that issue. Reading a bit on the 
subject, it seems that there is a nice technique using the invert of the z 
value for better depth buffer precision. But anyway this is irrelevant for 
the current conversation.

I fully agree with Benjamin. The documentation could use some love.

Cheers,
Daniel

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