//Render the array of sprites. void Graphics::Update(float dt) { //Clear the backbuffer and fill it with the background color. //The first parameter is the number of rectangles you are going to clear--0 means clear the whole thing. //The second parameter is the array of rectangle to clear--just set it to NULL. //The third parameter says what to clear (in this case, the render target, but could be a zbuffer or stencil buffer). //The fourth parameter is the color to fill the target with. //The fifth and last parameters are the values to fill the zbuffer and stencil buffer with (if necessary). pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 0.0f, 0); //Begin the scene if (SUCCEEDED(pDevice->BeginScene())) { DrawWorld( dt ); DrawDebugInfo(); //End the scene pDevice->EndScene(); } //Present the backbuffer contents to the display. //The parameters are: source rect, dest rect, dest window (NULL meaning the default window), and dirty region. pDevice->Present(NULL, NULL, NULL, NULL); }
void DialogueTest::gameDraw() { background->Draw(); for(unsigned int i = 0; i < objects.size(); ++i) objects[i]->Draw(); word->Draw(); anima.UpAndDown(); player->Draw(); if(debug) DrawDebugInfo(); }
void CCodeCheckpointDebugMgr::Update(float dt) { //Don't do any work if we haven't requested this as active if(!m_debug_ccoverage) return; m_timeSinceLastRun += dt; if( m_timeSinceLastRun > m_debug_ccoverage_rate) { UpdateRecords(); m_timeSinceLastRun = 0; } DrawDebugInfo(); }