/** * @return return code of activecontroller draw function * * Draw function repeatedly called, it calls all the * other draw functions */ int SpringApp::Update() { if (globalRendering->FSAA) glEnable(GL_MULTISAMPLE_ARB); int ret = 1; if (activeController) { Watchdog::ClearTimer(WDT_MAIN); if (!GML::SimThreadRunning()) { ret = activeController->Update(); } if (ret) { ScopedTimer cputimer("GameController::Draw"); ret = activeController->Draw(); GML::PumpAux(); } } VSync.Delay(); SDL_GL_SwapBuffers(); if (globalRendering->FSAA) glDisable(GL_MULTISAMPLE_ARB); return ret; }
/** * @return return code of activecontroller draw function * * Draw function repeatedly called, it calls all the * other draw functions */ int SpringApp::Update() { if (globalRendering->FSAA) glEnable(GL_MULTISAMPLE_ARB); int ret = 1; if (activeController != NULL) { ret = activeController->Update(); if (ret) { ScopedTimer cputimer("GameController::Draw"); ret = activeController->Draw(); } } ScopedTimer cputimer("SwapBuffers"); spring_time pre = spring_now(); VSync.Delay(); SDL_GL_SwapWindow(window); eventHandler.DbgTimingInfo(TIMING_SWAP, pre, spring_now()); return ret; }