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9<title>DEMOSwapBuffers</title>
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13
14<h1 align="left">DEMOSwapBuffers</h1>
15
16<h2>Syntax</h2>
17<dl><dd><pre class="construction">
18#include &lt;demo.h&gt;
19
20void DEMOSwapBuffers(void);
21</pre></dd></dl>
22
23<h2>Arguments</h2>
24<p>None.</p>
25
26<h2>Return Values</h2>
27<p>None.</p>
28
29<H2>Description</H2>
30<P>This function sets the next frame buffer, waits for vertical retracing, and swaps internal rendering buffers.</P>
31
32<P>This function is similar to the <A href="DEMODoneRender.html"><CODE>DEMODoneRender</CODE></A> function but is different because this function doesn't use the <A href="../gx/Management/GXDrawDone.html"><CODE>GXDrawDone</CODE></A> function to copy the frame buffer; therefore, before calling this function, you must confirm that all rendering is completed in the game program. Use this function if the game program needs to use a special frame buffer copy (i.e., rendering in full frame, antialiasing mode) where the <A href="DEMODoneRender.html"><CODE>DEMODoneRender</CODE></A> function would generally be used.</P>
33
34<h2>See Also</h2>
35<p class="reference">
36<a href="DEMOInit.html">DEMOInit</a>,
37<a href="DEMOBeforeRender.html">DEMOBeforeRender</a>,
38<a href="DEMODoneRender.html">DEMODoneRender</a>
39</p>
40
41<H2>Revision History</H2>
42<P>
432006/03/01 Initial version.<br>
44</P>
45
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