I'm learning about game programming. So far, my sources lead me to believe that multiple buffering is the best technique for redrawing in OpenGL.

Are there other redrawing techniques? What are their advantages/disadvantages?

I'm not sure about terminology yet, but googling as best as I can hasn't yielded much result yet. Does anyone have any experience with redrawing techniques besides multiple buffering?

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    \$\begingroup\$ Are you asking if there are alternatives that have the same benefits? If you're fine with the graphical glitches you can simply not use a buffer. \$\endgroup\$ – ClassicThunder Sep 24 '14 at 20:52
  • \$\begingroup\$ This almost feels like "I know how to do math with my numbers. But I want to mess with my numbers without math. What other techniques are there?" \$\endgroup\$ – Almo Sep 24 '14 at 20:52
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    \$\begingroup\$ @Almo: I'm not trying to trick anybody. I'm not trying to fish for anything. I'm not trying to turn SO into a "mechanical turk". I was just wondering if there existed more than one design pattern for redrawing. If there aren't, please say so in an answer so i can accept it and leave you guys alone. \$\endgroup\$ – Noob Saibot Sep 24 '14 at 21:02
  • \$\begingroup\$ I know you're not trying to trick us, my comment was only to explain what it looks like to me. Sort of like "I want to roll things, but I don't want to use ball bearings or wheels or anything circular". Double buffering is just what you do. \$\endgroup\$ – Almo Sep 24 '14 at 21:04
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    \$\begingroup\$ The only alternative to having buffers is to... not have buffers. (As anticlimactic as that is...) As for why have buffers, Trevor explained that really well for this question on what problem multiple buffering solves. I think reading that might answer the question that underlies this one in your head. Does it? \$\endgroup\$ – Anko Sep 24 '14 at 21:18