In the C programming language, a function pointer that is invoked to “call back” to some other code. Usually, a function pointer is passed as an argument to some function that stores the pointer for later use.
In OpenGL terms, some information that is associated with a specific OpenGL context.
In multi-threaded programming, a block of code that reads from or writes to data that is shared across multiple threads.
In computer graphics terms, one iteration of a rendering loop. In VR Juggler, a frame is one complete pass through an application object's methods, beginning with vrj::App::preFrame() and ending with vrj::App::postFrame(). Methods called in between include vrj::App::intraFrame() and methods that are specific to a given graphics API.
In a multi-threaded application, a single sequence of execution. Each thread in a multi-threaded application has its own thread of control that can execute in parallel with the other threads of control.
An extension to double buffering that uses three data buffers instead of two. Triple buffering minimizes the time that two threads have to wait to access shared data. At most, one thread will wait while another thread copies no more than four bytes of data. That is, regardless of the size of a single data buffer, the amount of memory copied to swap buffers is no more than four bytes (the size of a 32-bit memory address).