Triple Buffering In OpenGL?

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21 comments, last by mavric 21 years, 9 months ago
Triple buffering, like double buffering, is not handled by OpenGL itself but by commands specific to your platform of choice. Perhaps if you state your platform people might be able to answer.
quote:Original post by Anonymous Poster
that would suck if you could only get 60 fps.

That was just an example, assuming the refresh rate was 60 Hz and the drawing time slightly higher than 1/60. It might as well be 85 Hz and a drawing time slighly higher than 1/85.

Why would anyone want a framerate that''s higher than the refresh rate, other than to determine potential performance? Once you''ve opened a window you''ll never see more frames than the corresponding refresh rate.
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I''m not too clear but I think with Directx, you define another backbuffer into the flipping chain to induce a tripple buffering system.
It can even go higher (I have no idea why) by defining more backbuffer into the chain where it then flips to each buffer everytime.

I just realised that Hardware TnL is automatically supported by Opengl which means you cant enable to disable it like with Directx - maybe something similar with Opengl?

I assume its a windows platform. Say WinXp?
I had a quick google and only managed to find the following :

http://www.opengl.org/developers/about/arb/notes/meeting_note_2001-03-13.html

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