Archived

This topic is now archived and is closed to further replies.

vbbartlett

Triple buffering

Recommended Posts

vbbartlett    122
Background: I have a scene rendered in the back buffer that doesn''t change that often but is complex and expensive to recreate. Thus i don''t clear the backbuffer but rather just SwapBuffer, and then paint in the FrontBuffer to keep it intact. Then i read in a .bmp file and display it using glDrawPixels to the front buffer (so as not to damage the back buffer) but causing flicker. This acts ... in a way like a cursor. Thus its position changes often and must be redrawn constantly. Question: Is there any way to create triple buffering or at least 2 different buffers, one for the background and one for the .bmp and then combine those two in the backbuffer to prevent flicker? While in the process not damaging the background and recreating the .bmp?

Share this post


Link to post
Share on other sites
Guest Anonymous Poster   
Guest Anonymous Poster
Use texture layers instead: copy your complex scene image to a texture, and your bmp file to another. Now you can redraw them both every frame, it''s just 2 quads. If you want to preserve the zbuffer, then you should mask writes to it.

Share this post


Link to post
Share on other sites
vbbartlett    122
Can a transparent overlay plane be used? If so are overlays implemented in software or hardware? Im developing for Win2k and Sun Solaris, are overlay planes implemented on both platforms? How do i actually implement an overlay plane? I haven''t seen any code that would give me an idea if it is possible or how to even begin... Just saw them mentioned and if I could implemnt using them, it would solve this problem

Share this post


Link to post
Share on other sites