void Renderer::RenderGameObjects() { RenderBalls(); RenderTiles(); RenderPaddles(); RenderBullets(); RenderBonusBoxes(); RenderParticles(); }
void LunaticDraw(void) { char s[32]; dword d; // add all the sprites to the list if (gameMode != GAMEMODE_PIC) { RenderGuys(1); RenderBullets(); RenderParticles(); RenderItAll(&curWorld, curMap, MAP_SHOWLIGHTS | MAP_SHOWITEMS | MAP_SHOWWALLS); RenderSpecialXes(gamemgl, curMap, worldNum); RenderMessage(); PlayerRenderInterface(gamemgl); if (gameMode == GAMEMODE_MENU) RenderPauseMenu(); if (gameMode == GAMEMODE_RAGE) ShowRage(gamemgl); } else { // nothing to do } if (showStats) { sprintf(s, "QFPS %02.2f", frmRate); Print(0, 180, s, 6, 0); sprintf(s, "VFPS %02.2f", ((float) visFrameCount / (float) ((timeGetTime() - gameStartTime) / 1000))); Print(0, 10, s, 6, 0); sprintf(s, "GFPS %02.2f", ((float) updFrameCount / (float) ((timeGetTime() - gameStartTime) / 1000))); Print(0, 50, s, 6, 0); sprintf(s, "Runs %d", numRunsToMakeUp); Print(0, 100, s, 6, 0); } // update statistics d = timeGetTime(); if (d - tickerTime > 999) { frmRate = (frmRate * 3 + ((float) visFrms / ((float) (d - tickerTime) / 1000.0f))) / 4; visFrms = 0; tickerTime = d; } gamemgl->Flip(); CDMessingTime += garbageTime; garbageTime = 0; visFrameCount++; visFrms++; }
void GameManager::Render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear screen and depth buffer RenderFPS(); RenderEnviroment(true); RenderEnemies(true); RenderBullets(true); RenderPlayer(true); RenderParticles(true); RenderText(true); checkGLErrors(); Utility::I()->SwapSDLGLBuffers(); }