/** * 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(); } }