   Need details on Buffer swap in 3D stereo mode
  Hi, everyone.I am confused about what happens when you do buffer swap in stereo mode.I have got a 120 Hz display and and need to do a 3D stereo application.The application is expected to run at 60 Hz (like a normal 3D game ran on 60 Hz monitor).From googling, I found out that the usual way of doing this is draw to the left back buffer, draw to right back buffer, and do one buffer swap.At this point, I am confused whether the buffer swap swaps both back buffers at once, or actually swap each back buffer once at each corresponding vertical sync.Can anybody please tell me which one it is ? I personally think the second one makes more sense, but just in case, I would like to know from someone with more knowledge in this matter. I need to be clear on this because I will have to play with buffer flip intervals as well.Is this buffer swap logic same in both Direct3D and OpenGL ?Best Regards,Celios   
  All this is very implementation dependent, and changes from one stereo mode to another (especially between active and passive stereo).You need to provide more information on what exactly you are doing, both in terms of code and the type of stereo hardware you are targeting.;  OK, sorry about that. :)I am trying to make a 3D stereo movie player.The target is playing 60P stereo movies, but not limited to that, which is why I would have to play with setting the swap interval.The hardware is a 3D ready 120 Hz LCD display and shutter glasses ( and its signal emitter ). I believe this is active stereo.Best Regards,Celios   