示例#1
0
    void	cFMTimeLineAnimationRule::Render()
    {
		if( !m_bStart )
			return;
		if( !this->IsAnimationDone() || m_bStayAtLastFrame )
			InternalRender();
    }
示例#2
0
文件: game.cpp 项目: pshort/flappy
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());
}
示例#4
0
void xrDisplay		()
{
	InternalRender	();
	DialogBox		(HINSTANCE(GetModuleHandle(0)),MAKEINTRESOURCE(IDD_NVIEW),logWindow,disp_proc);
	xr_free			(texels);
}