static void render() { Xe_Resolve(g_pVideoDevice); // // Xe_Sync(g_pVideoDevice); // done in pre_render /* begin rendering in background */ Xe_Execute(g_pVideoDevice); }
void XenonEndGl() { // update vb cache !!! xe_Vertices = Xe_VB_Lock(xe, pVbGL, 0, xe_NumVerts * sizeof(glVerticesFormat_t), XE_LOCK_WRITE); Xe_VB_Unlock(xe, pVbGL); xe_indices = Xe_IB_Lock(xe, pIbGL, 0, xe_NumIndices * sizeof(short), XE_LOCK_WRITE); Xe_IB_Unlock(xe, pIbGL); // Resolve Xe_Resolve(xe); Xe_Execute(xe); // Reset vertices xe_NumVerts = xe_PrevNumVerts = 0; xe_NumIndices = xe_PrevNumIndices = 0; ShowFPS(); }