예제 #1
0
void Renderer::RenderScene()
{
    //SDL_BlitSurface(background, NULL, screen, NULL);
    apply_surface(0, 0, background, screen);
    apply_surface(225, 50, level, screen);

    RenderBlocks();

    if(SDL_Flip(screen) == -1)
        return;

    SDL_Delay(2000);
}
void MyPS2Application::RenderGame()
{
	SPS2Manager.BeginScene();
		_background_texture.Upload(TEXBUF496);
		_background_texture.Select();
		_background_sprite.Render();
		
		RenderBlocks();
		player->Render();
		ball->Render();
		RenderUI();
	SPS2Manager.EndScene();
}
예제 #3
0
void CNFORenderer::RenderStripeBlocks(size_t a_stripe, bool a_opaqueBg, bool a_gaussStep, cairo_t* a_context) const
{
	cairo_t* l_context = (a_context ? a_context : cairo_create(GetStripeSurface(a_stripe)));

	RenderBlocks(a_opaqueBg, a_gaussStep, l_context,
		(m_numStripes > 1 ? a_stripe * m_linesPerStripe - GetStripeExtraLinesTop(a_stripe) : (size_t)-1),
		a_stripe * m_linesPerStripe + m_linesPerStripe + GetStripeExtraLinesBottom(a_stripe),
		// see comment in RenderStripe():
		0, (a_stripe == 0 ? 0 : -GetPadding() - (double)a_stripe * m_stripeHeight) + GetStripeHeightExtraTop(a_stripe));

	if(!a_context)
	{
		cairo_destroy(l_context);
	}
}