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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. Universal asynchronous receiver-transmitter - Wikipedia

    en.wikipedia.org/wiki/Universal_asynchronous...

    It is a standard feature for a UART to store the most recent character while receiving the next. This "double buffering" gives a receiving computer an entire character transmission time to fetch a received character. Many UARTs have a small first-in, first-out buffer memory between the receiver shift register and the host system interface. This ...

  7. 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.

  8. File:Comparison double triple buffering.svg - Wikipedia

    en.wikipedia.org/wiki/File:Comparison_double...

    You are free: to share – to copy, distribute and transmit the work; to remix – to adapt the work; Under the following conditions: attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made.

  9. Swap chain - Wikipedia

    en.wikipedia.org/wiki/Swap_chain

    Triple Buffering may result in a frame being discarded without being displayed if two or more newer frames are completely rendered in the time it takes for one frame to be sent to the display. 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 ...