Can anyone give me a clear technical statement of what buffering model SDL uses?
The fact that you perform a series of drawing operations and then call Present seems to imply double buffering, but I’ve seen claims on other forums that this isn’t the case and you’re actually just building a command list for the pipeline. I tried looking at the source code and it just seems to imply that the actual strategy used varies with the driver, and also that apparently some drivers do not support “back buffer emulation” - I presume this is the use of raw GPU RAM to hold a backbuffer?
Is it possible to choose to use triple buffering? How would this be implemented?