Double buffering isn't about performance. It's about drawing the next screen 
before the monitor does a vertical sync. The purpose of double buffering is to 
avoid graphic issues like tearing and shearing that occur when the screen is 
being updated at the same time as it's being drawn.

You can use two buffers to simulate the double buffer technique, and there 
might be some performance gains there, and you might reduce the chances of 
tearing/shearing, but calling that double buffering would be an abuse of 
terminology, as that term already has an accepted meaning. You would be 
misleading anyone who was looking for a solution to the real problems that 
double buffering is intended to solve.

I'd really like to know if there are performance gains with this technique in 
Flash. I thought that I tried it a while back, but abandoned the idea after 
seeing no real gains. Does anyone have any data or a live comparison?

-austin

-- 
Austin Haas
Pet Tomato, Inc.
http://pettomato.com

On Wed Jul 11 13:22 , Keith Peters wrote:
> I'm not sure what you mean by "true" double buffering, but you can 
> certainly draw to a bitmap that is not on the stage, and then just draw 
> the content of that bitmap onto a visible one onEnterFrame. This does 
> give performance increases according to reports of those using the 
> technique.
> 
> Austin Haas wrote:
> > My understanding is that true double buffering is impossible in Flash. 
> > There would have to be support for it in the player. Environments that 
> > support double buffering usually either have a mechanism explicitly built 
> > in, or they at least allow you to draw to the screen between screen 
> > refreshes, so that you can avoid problems like tearing. I don't believe 
> > there is any way to get around tearing in Flash until they build in double 
> > buffering support.
> >
> > -austin
> >
> >   
> 
> 
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