Example #1
0
void CEndGameState::Render()
{
    IW_CALLSTACK("CEndGameState::Render");

    IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F);

    GetWorld().Render();

    IwGxLightingOff();
    IwGxSetScreenSpaceOrg( &CIwSVec2::g_Zero );

    CIwColour* cols = IW_GX_ALLOC(CIwColour, 4);
    memset(cols, 255, sizeof(CIwColour) * 4 );

    if (GetWorld().GetUICar()->GetPosition() == 1 )
    {
        CIwMaterial* mat = (CIwMaterial *)IwGetResManager()->GetGroupNamed("ui")->GetResNamed("youwin", IW_GX_RESTYPE_MATERIAL);
        IwGxSetMaterial(mat);
    }
    else
    {
        CIwMaterial* mat = (CIwMaterial *)IwGetResManager()->GetGroupNamed("ui")->GetResNamed("youlose", IW_GX_RESTYPE_MATERIAL);
        IwGxSetMaterial(mat);
    }


    const uint32 imageWidth  = 128;
    const uint32 imageHeight = 32;

    CIwSVec2 XY( (int16)((IwGxGetScreenWidth()/2) - (imageWidth/2)), (int16)(IwGxGetScreenHeight()/4) ),
            dXY( (int16)imageWidth, (int16)imageHeight );

    IwGxDrawRectScreenSpace(&XY, &dXY, cols);
    IwGxLightingOn();

    IwGxFlush();
    IwGxSwapBuffers();

#ifdef IW_DEBUG
    // Reset metrics for next frame
    IwGxMetricsReset();
#endif
}
Example #2
0
void CRenderer::Begin()
{
	s3eDeviceYield(0);
	IwGxLightingOff();
	//IwGxLightingAmbient(true);
	IwGxSetScreenSpaceOrg( &CIwSVec2::g_Zero );
	//IwGxSetScreenSpaceSlot( 0 );
	//IwGxLightingDiffuse( false );
	IwGxClear(IW_GX_COLOUR_BUFFER_F | IW_GX_DEPTH_BUFFER_F); 

	if (mIsResetDeviceparam)
	{
		mIsResetDeviceparam = false;
		UpdateDeviceParams();
		if ( mOnResetparams != NULL )
		{
			mOnResetparams();
		}		
	}

	ResetBuffers();
}