Double Buffering: Difference between revisions

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(Updated disadvantages, added info about using GPU memory, added info about tearing plus possible solutions (vsync, tripple buffering))
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Tearing can usually be ignored in general applications (office suites, web browsers, terminals) since the entire screen isn't constantly being updated. However, it still occurs, for example dragging a window around fast in a window manager that does not account for tearing.
 
=== Vertical Synchronization ===
Vertical synchronization ([http://en.wikipedia.org/wiki/Vertical_synchronization Wikipedia]),more commonly known as V-Sync, is when the frame rate is synchronized to match the vertical refresh rate of the screen. This means the double buffer is copied to screen's buffer in a small period between frames known as the [http://en.wikipedia.org/wiki/Vertical_blanking_interval vertical blanking interval]. By updating the screen's buffer between frames, you ensure that only full frames are shown at a time.
 
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An example of vertical syncronization is as follows:
<source lang="c++cpp">
/* handle VBLANK, called by the interrupt handler */
void vga_handleVBlank()
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