void ArmyDemoApp::setup() { mSender.bind(); #if ! USE_UDP mSender.connect(); #endif model::Skeleton::sRenderMode = model::Skeleton::RenderMode::CLEANED; mLightPos = vec3(10.0f, 20.0f, 20.0f); mMouseHorizontalPos = 0; mMeshIndex = 0; mParams = params::InterfaceGl( "Parameters", ivec2( 200, 250 ) ); mParams.addParam( "Fps", &mFps, "", true ); mParams.addSeparator(); mDrawMesh = true; mParams.addParam( "Draw Mesh", &mDrawMesh ); mDrawSkeleton = false; mParams.addParam( "Draw Skeleton", &mDrawSkeleton ); mDrawAbsolute = true; mParams.addParam( "Relative/Abolute skeleton", &mDrawAbsolute ); mEnableWireframe = false; mParams.addParam( "Wireframe", &mEnableWireframe ); gl::enableDepthWrite(); gl::enableDepthRead(); gl::enableAlphaBlending(); mSkeletalMesh = model::SkeletalMesh::create( model::AssimpLoader( loadAsset( "maggot3.md5mesh" ) ) ); }
void SimpleMultiThreadedSenderApp::setup() { mSender.bind(); #if ! USE_UDP mSender.connect(); #endif mThread = std::thread( std::bind( []( std::shared_ptr<asio::io_service> &service ){ service->run(); }, mIoService )); }