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- Newsgroups: rec.games.programmer
- Path: sparky!uunet!cis.ohio-state.edu!magnus.acs.ohio-state.edu!usenet.ins.cwru.edu!gatech!destroyer!cs.ubc.ca!mprgate.mpr.ca!mprgate.mpr.ca!vanderby
- From: vanderby@mprgate.mpr.ca (David Vanderbyl)
- Subject: Triple Buffering: NOT!
- Message-ID: <1992Dec24.185505.27786@mprgate.mpr.ca>
- Sender: news@mprgate.mpr.ca
- Reply-To: vanderby@mprgate.mpr.ca (David Vanderbyl)
- Organization: MPR Teltech Ltd.
- References: <1992Dec21.171731.26731@midway.uchicago.edu> <1992Dec22.202057.18233@blkbox> <709@muller.loria.fr>
- Date: Thu, 24 Dec 92 18:55:05 GMT
- Lines: 22
-
- eker@loria.fr (Steven Eker) writes:
- >If your frame redraw code takes longer than one video frame, one way of speeding
- >things up is to use triple buffering rather than double buffering.
- [explanation deleted]
-
- Triple buffering is completely useless. (Almost) Here's why.
-
- Let's say your screen redraw takes 0.9 of the frame rate time.
- No problem, right? You simply draw each frame and wait for
- the vertical retrace.
-
- Now let's say your screen redraw takes 1.1 of the frame rate time.
- If the frame rate is 1/30 second per frame then your redraw takes
- 1.1/30 of a second. So in 1 second you need to draw 30 frames for
- a total of 1.1/30 * 30 = 1.1 seconds. It doesn't matter how many
- buffers you use, you can't do 1.1 seconds worth of drawing in 1
- second.
-
- To the person who posted their triple buffering idea:
- Please state that you idea is just that, an idea. (and in this
- case not a very good one.) It will save a lot of people from
- being misled.
-