In immediate mode, the scene (complete
object model of the
rendering primitives) is retained in the
memory space of the
client, instead of the
graphics library. This implies that in an immediate mode application, the lists of graphical objects to be
rendered are kept by the
client and are not saved by the graphics library API. The application must re-issue all drawing commands required to describe the entire scene each time a new
frame is required, regardless of actual changes. This method provides on the one hand a maximum of control and flexibility to the application program, but on the other hand it also generates continuous work load on the
CPU. Examples of immediate mode rendering systems include
Direct2D, and
Quartz. There are some
immediate mode GUIs that are particularly suitable when used in conjunction with immediate mode rendering systems. == Immediate mode primitive rendering ==