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Optimized Rendering Loop

Started by yanuart Oct 6, 2002 at 12:19 AM 0 replies 150+ views
Original Post
yanuart
yanuart
I''ve once read that the best rendering sequence in a loop is : loop : game/logic process render the current frame present the previous frame goto loop does that mean I have to render my frame first on a different surface ? what about the flipping chain ?? How can we achieve this design in Direct3D ?? A friend told me by doing this we can make sure that CPU and GPU can work paralelly which makes it optimize. is it true ??
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Madgap
Madgap
Just use double buffering to get the present previous frame effect. The documentation talks about setting up multiple buffers. I think it''s in the Present Parameters portion of the initialization code. As for the GPU/CPU sync, I''ve read something similar as well. It''s pretty complicated and I won''t pretend to understand it fully.
-Madgap

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