The hall of mirrors effect results from the fact that the framebuffer is not cleared between frames. When a frame is displayed, it is sent to the framebuffer. The framebuffer is basically a storage area for frame data. To be more specific, the frames of animation are created by the rendering engine and stored in a framebuffer. parts of the keyboard dialog box that is used to type a screenshot's name and description). Furthermore, after taking a screenshot, the hall of mirrors effect sometimes shows part of the game's GUI (e.x. However, when saving a screenshot or showing a Campaign film, the effect is replaced with a solid color (usually sky blue in Multiplayer or off-white in Campaign). When playing a Campaign or Multiplayer level, if a player can see outside the level-that is, if they can see the void surrounding the level-then they will see the hall of mirrors effect. In nearly all games, this can result in a "hall of mirrors" or "afterimage" effect if, in Halo 3, it occurs on Player 2's screen during split-screen gameplay, then parts of Player 1's screen will appear on Player 2's screen.
When the new frame is then drawn over the previous frame, parts of the previous frame show through. This results in parts of the affected frame being transparent. Sometimes, however, when a frame of 3D animation is rendered, nothing-not even a skybox-is rendered to a particular region of the screen. Once the frame of animation has been created, it is then displayed on the screen-specifically, it is drawn over the previous frame, covering it.
When a video game, such as Halo 3, renders a 3D animation, it does so by generating frames of animation.