Swap chain: Difference between revisions

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==Direct3D==
[[Microsoft]] [[Direct3D]] implements a 'SwapChain' class. Each host device has at least one swap chain assigned to it, and others may be created by the client application.<ref>http://msdn.microsoft.com/en-us/library/microsoft.windowsmobile.directx.direct3d.swapchain.aspx</ref> The API provides three methods of swapping: 'copy', 'discard', and 'flip'. When the SwapChain is set to 'flip', the screenbuffer is copied onto the last backbuffer, then all the existing backbuffers are copied intoonto thetheir next framebufferrespective framebuffers. When 'copy' is set, theeach screenbufferbackbuffer is simply copied overforward, leaving the last backbuffer emptyunchanged. 'Flip' does not work when there is only one backbuffer, as the screenbuffer is copied over the only backbuffer before it can be presented. In 'discard' mode, the driver selects the best method.<ref>http://nexe.gamedev.net/directKnowledge/default.asp?p=Swap%20Chains</ref>
 
==Notes==