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Quad buffering

Quad buffering is a technology for implementing stereoscopic frame rendering in computer graphics. For stereoscopic rendering, each eye must receive a separate image. Quad buffering uses double buffering with a front buffer and back buffer for each eye, totaling four buffers:

  • Left front buffer
  • Left back buffer
  • Right front buffer
  • Right back buffer

Similarly to the v-sync in 2D mode, quad buffering allows to swap the front and back buffers for both eyes in sync, allowing the display to seamless work with different rendering frame rates.

Quad buffering requires special support by the graphic card and is therefore not available on many low-cost models.

3D standards like OpenGL[1] and Direct3D support quad buffering.

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Source: Wikipedia | The above article is available under the GNU FDL. | Edit this article



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