/**
* Just the current frame in the display.
*/
void Engine::DrawFrame()
{
    float fFPS;
    if( monitor_.Update( fFPS ) )
    {
        UpdateFPS( fFPS );
    }
    //renderer_.Update( monitor_.GetCurrentTime() );

    static Timer Timer;
    static double PrevTime = Timer.GetElapsedTime();
    auto CurrTime = Timer.GetElapsedTime();
    auto ElapsedTime = CurrTime - PrevTime;
    PrevTime = CurrTime;
    sample_->Update(CurrTime, ElapsedTime);

    //renderer_.Render();
    sample_->Render();

    // Draw tweak bars
    TwDraw();

    // Swap
    pSwapChain_->Present();
    //if( EGL_SUCCESS != pRenderDevice_->Present() )
    //{
    //    UnloadResources();
    //    LoadResources();
    //}
}
/**
 * Just the current frame in the display.
 */
void Engine::DrawFrame() {
  float fps;
  if (monitor_.Update(fps)) {
    UpdateFPS(fps);
  }
  renderer_.Update(monitor_.GetCurrentTime());

  // Just fill the screen with a color.
  glClearColor(0.5f, 0.5f, 0.5f, 1.f);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  renderer_.Render();

  // Swap
  if (EGL_SUCCESS != gl_context_->Swap()) {
    UnloadResources();
    LoadResources();
  }
}