bool JPController::Initialize (WNDPROC wndProc){ if(initializeWindow(wndProc)){ if (initializeRenderer()) return true; return false; } return false; }
void configInit() { initializeFrame(); initializeRenderer(); Window* window = static_cast< Window* >( _channel->getWindow( )); _glWidgetPtr->setGLContext( GLContextPtr( new EqContext( window ))); }
bool CCLayerTreeHost::initializeRendererIfNeeded() { if (!m_rendererInitialized) { initializeRenderer(); // If we couldn't initialize, then bail since we're returning to software mode. if (!m_rendererInitialized) return false; } if (m_contextLost) { if (recreateContext() != RecreateSucceeded) return false; } return true; }
void Purity::Engine::initialize() { std::cout << "Initializing some stuff..." << std::endl; #ifdef __gnu_linux__ XInitThreads(); #endif mInputQueue = std::unique_ptr<std::queue<sf::Event>>(new std::queue<sf::Event>); initializeWindow(); initializeRenderer(); initializeSceneManager(); initializePhysicsSystem(); initializeInputManager(); luabind::globals(LuaManager::getManager()->getState())["GPurityEngine"] = this; }
void Application::start() { TRACE("Starting application..."); // FileName workingDirectory = getApplicationDirectory().append(FileName("../../")); // setWorkingDirectory(workingDirectory); SDL_Init(SDL_INIT_EVERYTHING); dInitODE(); initializeRenderer(); initializeDevIL(); initializeJoystickDevices(); initializeAnimationControllerFactory(); initializeFonts(); srand(SDL_GetTicks()); initializeFrameTimer(); initializeSoundManager(); initializeInputSubsystem(); initializeGameStateMachine(); TRACE("Application start-up completed"); }