void cFMTimeLineAnimationRule::Render() { if( !m_bStart ) return; if( !this->IsAnimationDone() || m_bStayAtLastFrame ) InternalRender(); }
void Game::Run(void) { InternalInitialize(); Initialize(); running = true; while (running) { currentTicks = SDL_GetTicks(); this->input->Update(); if(this->input->GetKey(SDL_SCANCODE_ESCAPE)) { running = false; } InternalUpdate(currentTicks - lastTicks); Update(currentTicks - lastTicks); InternalRender(); // Render(); renderer->Present(); lastTicks = currentTicks; fpsCount++; } Shutdown(); }
void PointLightPositionRenderer::RenderWireFrame() { Engine * engine = Engine::GetInstance(); auto lights = engine->mLights[Lights::Light::Point_Light]; InternalRender(mWireFrameShader, (GLsizei)lights->GetCount(), engine->mLightDescIndexOffsets[Lights::Light::Point_Light], engine->mLightDescBuffer.GetTextureId(), engine->mLightDataBuffer.GetTextureId()); }
void xrDisplay () { InternalRender (); DialogBox (HINSTANCE(GetModuleHandle(0)),MAKEINTRESOURCE(IDD_NVIEW),logWindow,disp_proc); xr_free (texels); }