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  2. Multiple buffering - Wikipedia

    en.wikipedia.org/wiki/Multiple_buffering

    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.

  3. Swap chain - Wikipedia

    en.wikipedia.org/wiki/Swap_chain

    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.

  4. Glossary of computer graphics - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_computer_graphics

    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.

  5. Compositing window manager - Wikipedia

    en.wikipedia.org/wiki/Compositing_window_manager

    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:

  6. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    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]

  7. Double-buffering - Wikipedia

    en.wikipedia.org/?title=Double-buffering&redirect=no

    Multiple buffering#Double buffering in computer graphics To a section : This is a redirect from a topic that does not have its own page to a section of a page on the subject. For redirects to embedded anchors on a page, use {{ R to anchor }} instead .

  8. Retained mode - Wikipedia

    en.wikipedia.org/wiki/Retained_mode

    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.

  9. Double buffering - Wikipedia

    en.wikipedia.org/?title=Double_buffering&redirect=no

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