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Double buffering is not necessary with zengl.
Rendering is done entirely offscreen and the final image may be blitted to the screen.
This technique does not require double buffering to hide in-progress rendering artifacts.
When double buffering is off, it seems the rendering queue is not flushed automatically at the end of a frame. (the end of the frame is not clearly defined in this case)
glFlush must be called
TODO: implement Context.flush()
TODO: maybe Image.blit(..., flush=True)
TODO: keep only one of the above
The text was updated successfully, but these errors were encountered:
Double buffering is not necessary with zengl.
Rendering is done entirely offscreen and the final image may be blitted to the screen.
This technique does not require double buffering to hide in-progress rendering artifacts.
When double buffering is off, it seems the rendering queue is not flushed automatically at the end of a frame. (the end of the frame is not clearly defined in this case)
glFlush must be called
TODO: implement Context.flush()
TODO: maybe Image.blit(..., flush=True)
TODO: keep only one of the above
The text was updated successfully, but these errors were encountered: