示例#1
0
void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
   // check if should bother with a render
   GameConnection * con = GameConnection::getConnectionToServer();
   bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f);

   if(!skipRender || true)
      Parent::onRender(offset, updateRect);
}
示例#2
0
void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)
{
   // check if should bother with a render
   GameConnection * con = GameConnection::getConnectionToServer();
   bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f);

   if(!skipRender || true)
      Parent::onRender(offset, updateRect);

#ifdef TORQUE_DEMO_WATERMARK
   mWatermark.render(getExtent());
#endif
}