Search results
Results from the WOW.Com Content Network
The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image ...
In computer science, a data buffer (or just buffer) is a region of memory used to store data temporarily while it is being moved from one place to another. Typically, the data is stored in a buffer as it is retrieved from an input device (such as a microphone) or just before it is sent to an output device (such as speakers); however, a buffer may be used when data is moved between processes ...
Without an IOMMU, the operating system would have to implement time-consuming bounce buffers (also known as double buffers [3]). Memory is protected from malicious devices that are attempting DMA attacks and faulty devices that are attempting errant memory transfers because a device cannot read or write to memory that has not been explicitly ...
The video game Firetrack would also use double buffering if shadow RAM was present. On the BBC Master (and also the BBC Model B+ [5]), shadow RAM is activated by setting the most significant bit of the memory mode number. For example, to use mode 1 with shadow RAM enabled, mode 129 (128 combined with 1) is selected.
By contrast, Direct3D swap chains are a strict first-in, first-out queue, so every frame that is drawn by the application will be displayed even if newer frames are available. Direct3D does not implement a most-recent buffer swapping strategy, and Microsoft's documentation calls a Direct3D swap chain of three buffers "triple buffering".
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.
managing double buffering [6] [7] treatment of hidden surfaces by backface culling [8] /occlusion culling (Z-buffering) [9] only transferring data that has changed from one frame to the next from the application to the library; Example of coexistence with immediate mode in the same library is OpenGL.
Triple buffering Allows high speed applications to perform multi-buffering with less screen flickering and without having to wait for the graphics controller. Refresh rate control using GTF timings This allows applications and operating system utilities to change the refresh rate in a standard way on all VBE 3.0 graphics controllers.