Viewerframe Mode Refresh Full -

Switches the context from "content" to "presentation". Mode commands override default rendering behaviors. Think of it as taking the renderer out of "auto-pilot".

Forces a hard redraw. Not the lazy kind that waits for the next vsync or input idle. An immediate, CPU/GPU-demanding, "redraw every pixel right now" refresh.

Cause: Your particular software uses different terminology.
Fix: Look for synonyms: "Force repaint", "Full screen update", "Redraw all", "Invalidate entire viewport". viewerframe mode refresh full

In many proprietary viewers (e.g., custom WebGL viewers, simulation dashboards, or even some Unity builds with dev consoles), the command looks like this:

// Hypothetical viewer API
viewer.setMode('fullRefresh');
viewer.refreshFrame();
viewer.render();

// Or as a direct console command: > viewerframe mode refresh full > [OK] Buffers cleared. Full redraw complete. 87ms. Switches the context from "content" to "presentation"

In some systems, you can bind it to a key: In some systems, you can bind it to

# Example: Binding in a config file
on_keypress('F5'):
    execute("viewerframe mode refresh full")
    log("Manual full refresh triggered")

| Scenario | Use viewerframe mode refresh full? | | :--- | :--- | | You see visual ghosting or "dirty" pixels | ✅ Yes, immediately | | You just changed a global lighting model | ✅ Yes | | You are profiling minimum frame rate | ✅ Yes | | You are animating a 60fps smooth rotation | ❌ No (overkill) | | You are on a battery-powered laptop | ❌ No (power spike) | | You have 10,000+ dynamic objects | ❌ No (frame drop) |