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On Thu, 19 Sep 2024 12:54:23 +0200, Terje Mathisen wrote:You use triple buffering if the incoming data (or drawing commands, or whatever) and the outgoing data (such as to a screen) are asynchronous. If you have control of the timing and synchronisation on one side, you can get away with double buffering.
The way I implemented it was by updating the "official" back frameIs this where the need for “triple buffering” comes from -- the fact that
buffer, and compare the update with the visible front buffer. If at any
time a write to the back buffer did not result in something that was
already in the front buffer, I just copied the back buffer to the front
and went on from there.
you need to copy the entire contents of one buffer to another?
The way I understood to do flicker-free drawing was with just two buffers
-- “double buffering”. And rather than swap the buffer contents, you just
swapped the pointers to them.
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