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A swap chain is made up of one or more back buffer surfaces.
Since one of the back buffers is always complete, the graphics card never has to wait for the software to complete.
Drawing is not done if both back buffers contain finished images that have not been displayed yet.
This can mean that several drawings that are never displayed are written to the back buffers.
Rendering occurs in the back buffer.
Once the monitor has been drawn, the front buffer is flipped with (or copied from) the back buffer holding the last complete screen.
The result of this experimentation, DRI2, operates without locks and with improved back buffer support.
In triple buffering the program has two back buffers and can immediately start drawing in the one that is not involved in such copying.
Relays would retain a back buffer to permit clients to resume streaming from anywhere within the range of said buffer.
The currently active and visible buffer is called the front buffer, while the background page is called the "back buffer".
Quad buffering uses double buffering with a front buffer and back buffer for each eye, totaling four buffers:
Each time a new frame is displayed, the first back buffer in the swap chain takes the place of the screenbuffer, this is called presentation or swapping.
Once the secondary buffer is filled (often referred to as the "back buffer"), the framebuffer is instructed to look at the secondary buffer instead.
A software implementation of double buffering has all drawing operations store their results in some region of system RAM; any such region is often called a "back buffer".
Thus the "front buffer" may contain only the composite image seen on the screen, while there is a different "back buffer" for every window containing the non-composited image of the entire window contents.
Similarly to the v-sync in 2D mode, quad buffering allows to swap the front and back buffers for both eyes in sync, allowing the display to seamlessly work with different rendering frame rates.
Awdry was unsatisfied with one detail of the illustration-the fact that the front end of his footplate featured a downward slope, which meant that his front and back buffers were at different levels.
The quad-buffered mode allows developers to control the rendering, avoiding the automatic mode of the driver and just presenting the rendered stereo picture to left and right frame buffers with associated back buffers.
Double buffering necessarily requires more memory and CPU time than single buffering because of the system memory allocated for the back buffer, the time for the copy operation, and the time waiting for synchronization.
The crushed coal then fell by gravity into a chute which led to a receiving bin that was fitted below the back buffer beam of the locomotive, from where it was picked up by a bucket elevator travelling in large tubes.
The pause between sending video data is used in real time computer graphics to perform various operations on the back buffer before copying it to the front buffer instead of just switching both pointers, or to provide a time reference for when switching such pointers is safe.
In addition, the PlayStation 3 employs advanced graphics technologies without LOD, texture size 512x512 front buffer with 512x512 back buffer, diffuse map and normal map, multi map (ambient occlusion, specular mask, 8-bit specular power RGB) within cutscene.