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immediatemode

Immediatemode is a graphics rendering approach in which drawing commands are executed and displayed immediately as they are issued, rather than being stored and organized in a reusable scene representation. In an immediatemode system, applications issue primitive drawing calls (such as vertices, lines, and triangles) that are sent to the GPU on the fly, with little or no persistence of the geometry data between frames.

Characteristics include immediate execution of commands and little or no persistence of geometry data between frames.

Limitations include high CPU overhead, poor data reuse, and difficulty scaling to complex scenes. Because geometry

Historically, immediatemode was common in older graphics APIs. In OpenGL, immediate mode used glBegin, glVertex, and

Alternatives include retained-mode techniques, scene graphs, display lists in legacy contexts, and, in modern APIs, vertex

The
approach
offers
simplicity
and
rapid
feedback,
making
it
attractive
for
small,
dynamic
scenes,
debugging,
or
learning
graphics
concepts.
is
reissued
each
frame,
there
is
little
opportunity
to
batch
work
or
exploit
GPU-side
storage
and
caching.
This
makes
immediatemode
less
efficient
on
modern
hardware.
glEnd
to
issue
individual
primitives;
this
style
was
deprecated
in
modern
core
profiles.
Modern
OpenGL
and
Vulkan
rely
on
vertex
buffers
and
command
buffers
to
batch
and
reuse
geometry.
buffer
objects
(VBOs),
vertex
array
objects
(VAOs),
and
shader-based
pipelines.
Immediatemode
is
generally
avoided
for
real-time
rendering
but
may
still
be
used
for
simple
demos
or
instructional
purposes.