In some memory- or performance-constrained hardware environments, the very act of drawing to a framebuffer has been used to extract useful information about the program state. For example, the Commodore 64 raised an interrupt if two sprites were drawn on top of each other, which could be used to implement basic collision detection (for example, to implement a Pong game).
In some memory- or performance-constrained hardware environments, the very act of drawing to a framebuffer has been used to extract useful information about the program state. For example, the Commodore 64 raised an interrupt if two sprites were drawn on top of each other, which could be used to implement basic collision detection (for example, to implement a Pong game).