How is double buffering is handled?
by Wendell Brown · in Torque Game Engine · 04/25/2003 (6:28 am) · 3 replies
Can someone explain how Torque handles double buffering of a rendered scene to avoid flickering of drawn components? Specifically fxLightDB objects (the good man Melv's code) doesn't appear to have double buffering or is that handled elsewhere? I guess some understanding as to when an entire scene has been rendered and where double buffering should occur would kickstart my cranial juices.
Thanks all for any feedback.
Thanks all for any feedback.
Torque Owner Mz
There is no need to specially handle double buffering for any particular object, it automatically works on the entire scene.