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The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image ...
SDL is a wrapper around the operating-system-specific functions that the game needs to access. The only purpose of SDL is to provide a common framework for accessing these functions for multiple operating systems (cross-platform). [27] SDL provides support for 2D pixel operations, sound, file access, event handling, timing and threading.
SDL-RT is based on the ITU Specification and Description Language replacing the data language with C. [4] Latest version of SDL standard (SDL'2010) now includes the support of C data types and syntax making SDL-RT basic principle part of the official standard. TNSDL is a variant developed by Nokia for their internal use.
The most common solution is to use multiple buffering. Most systems use multiple buffering and some means of synchronization of display and video memory refresh cycles. [3] Option "TearFree" "boolean": disable or enable TearFree updates. This option forces X to perform all rendering to a back buffer before updating the actual display.
Double buffering Using a dedicated buffer for rendering and copying the result to the screen buffer when finished. This prevents stutter on the screen and the user seeing rendering in progress. Drawcall A single rendering command submitted to a rendering API, referring to a single set of render states.
Triple Buffering may result in a frame being discarded without being displayed if two or more newer frames are completely rendered in the time it takes for one frame to be sent to the display. By contrast, Direct3D swap chains are a strict first-in, first-out queue , so every frame that is drawn by the application will be displayed even if ...
It does not preclude the use of double-buffering. [3] Immediate mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; [4] however, both can coexist in the same library and are not necessarily exclusionary in practice. [5]
Immediate mode is an API design pattern in computer graphics libraries, in which . the client calls directly cause rendering of graphics objects to the display, or in which; the data to describe rendering primitives is inserted frame by frame directly from the client into a command list (in the case of immediate mode primitive rendering),