Timeline for Workaround the flip queue (AKA pre-rendered frames) in OpenGL?
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Apr 14, 2014 at 8:52 | answer | added | trapezoid | timeline score: 1 | |
Jan 30, 2014 at 3:57 | history | tweeted | twitter.com/#!/StackGameDev/status/428738833069637632 | ||
Jan 29, 2014 at 18:37 | comment | added | user41500 | @AidanMueller: I'm not referring to double/triple buffering. I'm referring to a queue beyond these buffers. A queue that feeds the back buffer. Many drivers implement this queue with no means to disable it. | |
Jan 29, 2014 at 5:39 | comment | added | user41442 | Yes, buffers prevent flickering, but more than a single back buffer is unnecessary to do this. The question is about this "triple" or more buffering, which adds latency. | |
Jan 29, 2014 at 0:52 | comment | added | Lysol | The purpose of buffers is to prevent flickering. If there was no buffer, you would see each object as it was being drawn. | |
Jan 29, 2014 at 0:51 | review | First posts | |||
Jan 29, 2014 at 2:36 | |||||
Jan 29, 2014 at 0:32 | history | asked | user41500 | CC BY-SA 3.0 |