The problem's pretty easy: I'm experiencing tearing in my SDL-based game.
I tried googling for that, and a couple of solutions came out, none of which actually worked.
The first one was enabling double buffering: I tried and it did remove tearing but at the cost of reducing fps from ~200 to ~10...
The other supposed solution was to use framerate independent movement: this solves the problem only on fast computers, while it doesn't AFAIK for slower computers running at ~60 fps.
Is there a way to get past this or it's one of the downsides of SDL programming?