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Author Topic: Multiple buffering (general purpose)  (Read 936 times)

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Offline Piru

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Re: Multiple buffering (general purpose)
« on: February 20, 2005, 02:06:20 AM »
@Karlos

Often the problem with such system is, that you still need to calculate certain amount of data before it can be displayed (say, some 3d shooter). Sure, using the "wait time" to calculate more data is a good idea, but quite hard to implement in a way you actually get better framerate. It will work better in a case where your framerate is always fixed, and the quality of each frame depends on how much calculations you manage to do, or you just need to do some other heavy calculations unrelated to graphics displayed.

Even if you don't separate the calculation and display control, using the full blown ScreenBuffer buffering helps by giving the "wait time" for other same or lower pri tasks (instead of just selflessly hogging the cpu time waiting for certain display position). This is always a Good Thing (TM).

Have I ever done it this way? No. I've always done the waiting inside the loop, and donated the CPU time for the good cause.