1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3 4<head> 5<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 6<META name="GENERATOR" content="Microsoft FrontPage 5.0"> 7<META http-equiv="Content-Style-Type" content="text/css"> 8<LINK rel="stylesheet" type="text/css" href="../CSS/revolution.css"> 9<title>DEMOSwapBuffers</title> 10</head> 11 12<body> 13 14<h1 align="left">DEMOSwapBuffers</h1> 15 16 17<h2>C Specification</h2> 18 19<dl> 20<dd><pre><CODE>#include <demo.h></CODE></pre> 21 </dd> 22<dd><pre><CODE>void DEMOSwapBuffers(void)</CODE></pre> 23 </dd> 24</dl> 25 26<h2>Arguments</h2> 27 28<p>None.</p> 29 30<h2>Return Values</h2> 31 32<p>None.</p> 33<H2>Description</H2> 34<P>This function sets the next frame buffer, waits for vertical retracing, and swaps internal rendering buffers.</P> 35 36 37 38 39<P>This function is similar to the <CODE><A href="DEMODoneRender.html">DEMODoneRender</A></CODE> function but is different because this function doesn't use the <A href="../gx/Management/GXDrawDone.html"><CODE>GXDrawDone</CODE></A> function to confirm that rendering is completed; 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 <CODE><A href="DEMODoneRender.html">DEMODoneRender</A></CODE> function would generally be used.</P> 40 41 42 43 44<h2>See Also</h2> 45 46<p><a href="DEMOInit.html"><CODE>DEMOInit</CODE></a><br> <a href="DEMOBeforeRender.html"><CODE>DEMOBeforeRender</CODE></a><br> <a href="DEMODoneRender.html"><CODE>DEMODoneRender</CODE></a></p> 47<H2>Revision History</H2> 48<P>03/01/2006 Initial version.</P> 49</body> 50</html>