$18(Example V: Dual buffering) $p1 The system assumes the use of a dual buffering technique for most of the applications, where a new image is being created outside the currently visible area of the framestore, and upon completion is swopped onto the screen during the nearest vertical flyback. The technique assumes framestore memory size to be at least twice the size of the amount required to support one visible frame. There are different methods of partitioning such memory: geometrically in X or Y through framestore offset registers, or by mapping different sets of planes into the video output. $b1 $z0.03"$x+7"$y+4.8"$x-7"$y-4.8"$z0$y+4.8" $p1 In the example two 768x512 pixel buffers are fitted one above the other in a 1024x1024 framestore. Top $22[SetXY](baseX,baseY) node of the structure places the absolute evaluation coordinates (workX,workY) in relative (0,0) coordinates of one of the frames. A $22[Clip](768,512) node below it protects the neighbouring, displayed frame and points vertically to the image definition graph. Having completed evaluating the main graph, a $22[FlybackY] node witholds the continuation to the right until the nearest frame vertical flyback, when the $22[Pan](baseX,baseY) through framestore offset registers puts the display area over the newly evaluated frame. $22[SetXY] and $22[Pan] nodes indirect into a 2-element offset definition, where location X remains at 0 and Y is alternatively swapped between 0 and 512. $n