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In computer graphics, triple buffering is similar to double buffering but can provide improved performance. In double buffering, the program must wait until the finished drawing is copied or swapped before starting the next drawing. This waiting period could be several milliseconds during which neither buffer can be touched.
In computer graphics, a swap chain (also swapchain) is a series of virtual framebuffers used by the graphics card and graphics API for frame rate stabilization, stutter reduction, and several other purposes. Because of these benefits, many graphics APIs require the use of a swap chain.
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.
Computer graphics technology allows for visual effects to be rendered in real time such as drop shadows, live previews, and complex animation. [3] [4] Since the screen is double buffered, it does not flicker during updates. The most commonly used compositing managers and compositing window managers include:
Ways to prevent video tearing depend on the display device and video card technology, the software in use, and the nature of the video material. 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]
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the client calls into the graphics library do not directly cause actual rendering, but make use of extensive indirection to resources, managed – thus retained – by the graphics library. [2] It does not preclude the use of double-buffering. [3] Immediate mode is an alternative approach.
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