Content deleted Content added
clarify with regards to triple buffering |
|||
Line 27:
===Comparison with Triple Buffering===
Outside the context of Direct3D, [[Multiple buffering#Triple buffering|triple buffering]] refers to the technique of allowing an application to draw to whichever back buffer was least recently updated. This allows the application to always proceed with rendering, regardless of the pace at which frames are being drawn by the application or the pace at which frames are being sent to the display. 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 [[Queue (abstract data type)|first-in, first-out queue
{{Cite web
| title = Triple Buffering: Why We Love It
|