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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.

#1
04/25/2003 (6:41 am)
Double buffering is handled by openGL - you turn it on when you set the pixel format.

There is no need to specially handle double buffering for any particular object, it automatically works on the entire scene.
#2
04/25/2003 (6:42 am)
So how does openGL know when to switch buffers?
#3
04/25/2003 (6:45 am)
There is a swapbuffers call that's made after everything has been rendered.