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<h2>Syntax</h2> 17<dl><dd><pre class="construction"> 18#include <demo.h> 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 46<hr><p>CONFIDENTIAL</p></body> 47</html>