Imagination PowerVR SDK Blog

Easiest way to obtain double buffering OpenGL ES


Hello everyone,
I am facing the problem described in the post
Googling around and with the help of Aaron I am nearly sure that the solution could be double buffering which, I think, it’s not happening by default.
So, I am using the previous version of PowerVR (2.7). I’m on a Beagleboard with Linux Angstrom.
What would be the easiest/fastest way to activate the double buffering in OpenGL ES using PVR Shell?

More details: I am using the same drawing method of the Skinning demo included in the TrainingCourse folder of the SDK. That’s running smoothly without double buffering on my beagleboard by the way… without using double buffering. So is the single buffering a real problem??? Confused


Hi Riccardo,

Have you solved this problem yet?
If the platform is single buffered and the Skinning demo frame rate is high enough, you won’t see tearing anyway.