The method returns, when the switch is performed and the
selected buffer is shown on screen, or immediately when an
error occurs. If the switch was successful, subsequent render
operations will be directed to the new backbuffer.
Use this method if you need your screen display to be in sync
with other things, e.g. sound playback.
Parameter bUpdateAll
When true, update the whole screen. When false,
implementation is permitted to restrict update to areas the
canvas itself changed (e.g. because of render operations, or
changes on the sprites). The former is useful for updates
after window expose events, the latter for animation display.
Returns
whether the switch was performed successfully.
Throws
com::sun::star::lang::IllegalArgumentException
if nBuffer is outside the permissible range.
The method returns, when the switching of the buffer is
successfully scheduled, or immediately when an error
occurs. If the switch was successful, subsequent render
operations will be directed to the new backbuffer. Note that,
if the buffer switching is exceedingly slow, or the frequency
of switchBuffer() is exceedingly high, the buffer scheduled
for display here might become the current render target
before it is fully displayed on screen. In this case,
any rendering operation to this buffer will block, until it is
safe to perform the operation without visible cluttering.
Use this method if you favor maximal render speed, but don't
necessarily require your screen display to be in sync with
other things, e.g. sound playback.
Parameter bUpdateAll
When true, update the whole screen. When false,
implementation is permitted to restrict update to areas the
canvas itself changed (e.g. because of render operations, or
changes on the sprites). The former is useful for updates
after window expose events, the latter for animation display.