void Program::mainUpdate() { SDL_Event sdlEvent; while (_state != STATES::QUIT) { // Check SDL_Event queue for quit event, else update handlers // - Do not interrupt by using nested loop to check queue SDL_PollEvent(&sdlEvent); if (sdlEvent.type == SDL_QUIT) { _state = STATES::QUIT; break; } //------------------------ // Update handlers (Maintain appropriate order) //-------------------- //entityHandler->update(_deltaTime); //collisionHandler->update(); //npcHandler->update(); renderHandler->update(); // Calculate FPS at the end of each frame calculateFramerate(); printf("FPS: %f\n", _framerate); } }
void RenderScene::runScene(){ capture.run(); eyeVector[0] = capture.getNormPositionX(); eyeVector[1] = capture.getNormPositionY(); eyeVector[2] = capture.getNormPositionZ(); //eyeVector[0] = mouseX-WINDOW_WIDTH/2; //eyeVector[0] = 25; //eyeVector[1] = -5; //std::cout << "Eye-x: " << eyeVector[0] << std::endl; //std::cout << "Eye-y: " << eyeVector[1] << std::endl; //std::cout << "Eye-z: " << eyeVector[2] << std::endl; hands.update(); capture.showRGB("InputRGB"); capture.showDepth("Depth"); //capture.showMask("Mask"); calculateFramerate(); //std::cout << "Framerate: " << fps << std::endl; glutPostRedisplay(); }