void Application::Update() { while ( time_lag_d_ >= TICK_PER_SEC_D_ ) { BeforeUpdate(); AfterUpdate(); time_lag_d_ -= TICK_PER_SEC_D_; } }
Air::U1 Target::Update(){ Render::System* pSys = Render::System::GetSingleton(); if(BeforeUpdate()){ Viewport* pVP = NULL; ViewportMap::iterator i = m_mapViewport.begin(); for(;i!=m_mapViewport.end();i++){ pVP = i->second; pSys->GetDevice()->SetVP(pVP->GetAbsX(),pVP->GetAbsY(),pVP->GetAbsWidth(),pVP->GetAbsHeight()); pVP->Update(); pSys->RenderPhase(m_PhaseOpt); } AfterUpdate(); } return true; }