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Immediate mode is an API design pattern in computer graphics libraries, in which
without the use of extensive indirection – thusimmediate– to retained resources. [1] It does not preclude the use of double-buffering.
Retained mode is an alternative approach. Historically, retained mode has been the dominant style in GUI libraries; [2] however, both can coexist in the same library and are not necessarily exclusive in practice.
In immediate mode, the scene (complete object model of the rendering primitives) is retained in the memory space of the client, instead of the graphics library. This implies that in an immediate mode application, the lists of graphical objects to be rendered are kept by the client and are not saved by the graphics library API. The application must re-issue all drawing commands required to describe the entire scene each time a new frame is required, regardless of actual changes. This method provides on the one hand a maximum of control and flexibility to the application program, but on the other hand it also generates continuous work load on the CPU.
Examples of immediate mode rendering systems include Direct2D, [1] OpenGL [3] and Quartz. [4] There are some immediate mode GUIs that are particularly suitable when used in conjunction with immediate mode rendering systems.
Primitive vertex attribute data may be inserted frame by frame into a command buffer by a rendering API. This involves significant bandwidth and processor time (especially if the graphics processing unit is on a separate bus), but may be advantageous for data generated dynamically by the CPU. It is less common since the advent of increasingly versatile shaders, with which a graphics processing unit may generate increasingly complex effects without the need for CPU intervention.
Although drawing commands have to be re-issued for each new frame, modern systems using this method are generally able to avoid the unnecessary duplication of more memory-intensive display data by referring to that unchanging data (via indirection) (e.g. textures and vertex buffers) in the drawing commands.
Graphical user interfaces traditionally use retained mode-style API design, [2] [5] but immediate mode GUIs instead use an immediate mode-style API design, in which user code directly specifies the GUI elements to draw in the user input loop. For example, rather than having a CreateButton() function that a user would call once to instantiate a button, an immediate-mode GUI API may have a DoButton() function which should be called whenever the button should be on screen. [6] [5] The technique was developed by Casey Muratori in 2002. [6] [5] It is e.g. implemented in Nic Barker's clay library. [7] [8]
GNUstep is a free software implementation of the Cocoa Objective-C frameworks, widget toolkit, and application development tools for Unix-like operating systems and Microsoft Windows. It is part of the GNU Project.
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware acceleration if available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration. Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including Z-buffering, W-buffering, stencil buffering, spatial anti-aliasing, alpha blending, color blending, mipmapping, texture blending, clipping, culling, atmospheric effects, perspective-correct texture mapping, programmable HLSL shaders and effects. Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media ties.
A framebuffer is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor.
In computing, a windowing system is a software suite that manages separately different parts of display screens. It is a type of graphical user interface (GUI) which implements the WIMP paradigm for a user interface.
In computing, text-based user interfaces (TUI), is a retronym describing a type of user interface (UI) common as an early form of human–computer interaction, before the advent of bitmapped displays and modern conventional graphical user interfaces (GUIs). Like modern GUIs, they can use the entire screen area and may accept mouse and other inputs. They may also use color and often structure the display using box-drawing characters such as ┌ and ╣. The modern context of use is usually a terminal emulator.
A graphical widget in a graphical user interface is an element of interaction, such as a button or a scroll bar. Controls are software components that a computer user interacts with through direct manipulation to read or edit information about an application. User interface libraries such as Windows Presentation Foundation, Qt, GTK, and Cocoa, contain a collection of controls and the logic to render these.
Cairo is an open-source graphics library that provides a vector graphics-based, device-independent API for software developers. It provides primitives for two-dimensional drawing across a number of different backends. Cairo uses hardware acceleration when available.
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene—a process known as shading. Shaders have evolved to perform a variety of specialized functions in computer graphics special effects and video post-processing, as well as general-purpose computing on graphics processing units.
Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Game Technology Group at Sun Microsystems. Since 2010, it has been an independent open-source project under a BSD license. It is the reference implementation for Java Bindings for OpenGL (JSR-231).
The Direct Rendering Manager (DRM) is a subsystem of the Linux kernel responsible for interfacing with GPUs of modern video cards. DRM exposes an API that user-space programs can use to send commands and data to the GPU and perform operations such as configuring the mode setting of the display. DRM was first developed as the kernel-space component of the X Server Direct Rendering Infrastructure, but since then it has been used by other graphic stack alternatives such as Wayland and standalone applications and libraries such as SDL2 and Kodi.
A display list, also called a command list in Direct3D 12 and a command buffer in Vulkan, is a series of graphics commands so that they may be later run when the list is executed. Systems that make use of display list functionality are called retained mode systems, while systems that do not are as opposed to immediate mode systems. In OpenGL, display lists are useful to redraw the same geometry or apply a set of state changes multiple times. This benefit is also used with Direct3D 12's bundle command lists. In Direct3D 12 and Vulkan, display lists are regularly used for per-frame recording and execution.
Software rendering is the process of generating an image from a model by means of computer software. In the context of computer graphics rendering, software rendering refers to a rendering process that is not dependent upon graphics hardware ASICs, such as a graphics card. The rendering takes place entirely in the CPU. Rendering everything with the (general-purpose) CPU has the main advantage that it is not restricted to the (limited) capabilities of graphics hardware, but the disadvantage is that more transistors are needed to obtain the same speed.
Retained mode in computer graphics is a major pattern of API design in graphics libraries, in which
Core OpenGL, or CGL, is Apple Inc.'s Macintosh Quartz windowing system interface to the OS X implementation of the OpenGL specification. CGL is analogous to GLX, which is the X11 interface to OpenGL, as well as WGL, which is the Microsoft Windows interface to OpenGL.
VirtualGL (VGL) is an open-source software package that redirects the 3D rendering commands from Unix and Linux OpenGL applications to 3D accelerator hardware in a dedicated server and sends the rendered output to a (thin) client located elsewhere on the network. On the server side, VirtualGL consists of a library that handles the redirection and a wrapper program that instructs applications to use this library. Clients can connect to the server either using a remote X11 connection or using an X11 proxy such as a Virtual Network Computing (VNC) server. In case of an X11 connection some client-side VirtualGL software is also needed to receive the rendered graphics output separately from the X11 stream. In case of a VNC connection no specific client-side software is needed other than the VNC client itself.
Direct2D is a 2D vector graphics application programming interface (API) designed by Microsoft and implemented in Windows 10, Windows 8, Windows 7 and Windows Server 2008 R2, and also Windows Vista and Windows Server 2008.
The Abstract Window Toolkit (AWT) is Java's original platform-dependent windowing, graphics, and user-interface widget toolkit, preceding Swing. The AWT is part of the Java Foundation Classes (JFC) — the standard API for providing a graphical user interface (GUI) for a Java program. AWT is also the GUI toolkit for a number of Java ME profiles. For example, Connected Device Configuration profiles require Java runtimes on mobile telephones to support the Abstract Window Toolkit.
This is a glossary of terms relating to computer graphics.
Retained mode has been the standard for years. Just about every GUI is in retained mode.[ permanent dead link ]
The primary graphics API Quartz and OpenGL are both immediate-mode APIs