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9<title>DEMOSwapBuffers</title>
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14<h1 align="left">DEMOSwapBuffers</h1>
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17<h2>C Specification</h2>
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19<dl>
20<dd><pre><CODE>#include &lt;demo.h&gt;</CODE></pre>
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22<dd><pre><CODE>void DEMOSwapBuffers(void)</CODE></pre>
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26<h2>Arguments</h2>
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28<p>None.</p>
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30<h2>Return Values</h2>
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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>
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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>
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44<h2>See Also</h2>
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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>
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