[SDL] tripple buffering
David Olofson
david.olofson at reologica.se
Tue Mar 27 12:18:03 PST 2001
On Tuesday 27 March 2001 21:10, Matt Johnson wrote:
[...another explanation of triple buffering...]
> This would speed up cases where the FPS < Vsync, I believe. If FPS > Vsync,
> then it will always be waiting to sync because the frames of animation run
> with plenty of time to spare. I could be wrong..
Well, ideally, that would be the case. However, as we're generally not
dealing with hard real time operating systems here, you'll need the extra
slack provided by the extra buffer to ensure that you actually get full frame
rate *all the time*.
Even if you only use a fraction of the available CPU power, on a normal OS,
you'll always get an occasional dropped frame for no obvious reason. The risk
of that happening can be reduced significantly if the time critical flipping
(done by the driver) doesn't have to depend as heavily on the timing of your
application.
//David
.- M A I A -------------------------------------------------.
| Multimedia Application Integration Architecture |
| A Free/Open Source Plugin API for Professional Multimedia |
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