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  2. Multiple buffering - Wikipedia

    en.wikipedia.org/wiki/Multiple_buffering

    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 ...

  3. Double buffering - Wikipedia

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

    move to sidebar hide. From Wikipedia, the free encyclopedia

  4. 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 .

  5. 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.

  6. Flicker (screen) - Wikipedia

    en.wikipedia.org/wiki/Flicker_(screen)

    When it is not feasible to set each pixel only once, double buffering can be used. This creates an off-screen drawing surface, drawing to it (with as much flicker as you want), and then copying it all at once to the screen. The result is the visible pixels only change once.

  7. Retained mode - Wikipedia

    en.wikipedia.org/wiki/Retained_mode

    It does not preclude the use of double-buffering. [3] Immediate mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; [4] however, both can coexist in the same library and are not necessarily exclusionary in practice. [5]

  8. Screen tearing - Wikipedia

    en.wikipedia.org/wiki/Screen_tearing

    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] Option "TearFree" "boolean": disable or enable TearFree updates. This option forces X to perform all rendering to a back buffer before updating the actual display.

  9. Bank switching - Wikipedia

    en.wikipedia.org/wiki/Bank_switching

    In some types of computer video displays, the related technique of double buffering may be used to improve video performance. In this case, while the processor is updating the contents of one set of physical memory locations, the video generation hardware is accessing and displaying the contents of a second set.