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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 name="msnd 0">
{{
| title = SwapChain Class
| publisher = Microsoft
Line 19:
| accessdate = 30 October 2009
}}</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 forward in the chain. When copy is set, each backbuffer is copied forward, but the screenbuffer is not wrapped to the last buffer, leaving it unchanged. 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 name="nexe 0">
{{
| title = Swap Chains
| publisher = neXe
| url = http://nexe.gamedev.net/directKnowledge/default.asp?p=Swap%20Chains
| accessdate = 30 October 2009
| accessdate = 2015-05-16
}}</ref>
===Comparison with Triple Buffering===
Outside the context of Direct3D, [[
{{
| title = Triple Buffering: Why We Love It
| publisher = AnandTech
|