void VimridViewer::Render() { this->GlutApplication::Render(); // Use dark gray which is good for stereo. glClearColor(0.2, 0.2, 0.2, 1.0); if (IsStereoEnabled()) { RenderStereoBuffer(GL_BACK_LEFT); RenderStereoBuffer(GL_BACK_RIGHT); } else { glDrawBuffer(GL_BACK); glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set a normal frustum for non-stereo viewers. glFrustum( -1.0, 1.0, -GetAspectRatio(), GetAspectRatio(), GetFrustumNearClip(), GetFrustumFarClip()); RenderDelegate(); } FinishRender(); }
void MriDemo1::Render() { this->GlutApplication::Render(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glPushMatrix(); glTranslatef(0, 0, GetCameraVector().Z); glRotatef(GetCameraVector().Y, 1, 0, 0); glRotatef(GetCameraVector().X, 0, 1, 0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); // Make all sprites transparent. glColor4f(1, 1, 1, .7); RenderSprites(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); FinishRender(); }
void Game::Run() { Initialize(); while(GameProperties::Running) { Update(); StartRender(); Render(); FinishRender(); SDL_Delay(1); } Finalize(); }
bool rend_single_frame() { //wait render start only if no frame pending do { rs.Wait(); _pvrrc = DequeueRender(); } while (!_pvrrc); bool do_swp = rend_frame(_pvrrc, true); //clear up & free data .. FinishRender(_pvrrc); _pvrrc=0; return do_swp; }
bool rend_single_frame() { //wait render start only if no frame pending do { rs.Wait(); _pvrrc = DequeueRender(); } while (!_pvrrc); bool proc = renderer->Process(_pvrrc); re.Set(); bool do_swp = proc && renderer->Render(); if (do_swp) renderer->DrawOSD(); //clear up & free data .. FinishRender(_pvrrc); _pvrrc=0; return do_swp; }