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> So I guess we were doing immediate mode GUI and just didn't know what it would eventually be called?

On second thought, that's not right either. Immediate mode is like Unity's OnGUI where you draw everything on every frame.

On Win16, you only got a WM_PAINT when needed, and it came with an update region of whatever had been invalidated since your last WM_PAINT. Many apps would optimize by just repainting the update region.

The Mac worked the same way. What would we call this way of doing things, "paint mode"? We never thought of it as a "mode" at the time because there wasn't any other mode.



For me this concept of expose/damage/paint event which bubbles through the window hierarchy is what defines the retained mode.

In theory in immediate mode widget library you can have global state that defines which part of screen has to be repainted if any, but there is not that much of performance benefit because you still end up doing most of the processing for each frame and when there is any damaged region you still in effect redraw everything and clip it to the region.




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