bool app_draw(int id) { if (id == 0) { my_draw.draw(); } else { if (dual_monitor) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer vxe->process_message_queue(&internal_cmd_in,&internal_cmd_out); vxe->render(); glDisable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Reset The Modelview Matrix glEnable(GL_BLEND); ++frame_counter; ++delta_frame_counter; float dt = time2.dtime(); delta_frame_time+= dt; total_time += dt; if (delta_frame_counter == 100) { delta_fps = 100.0f/delta_frame_time; delta_frame_counter = 0; delta_frame_time = 0.0f; } glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0,0,0,0.4f); glBegin(GL_QUADS); // Draw A Quad glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right glVertex3f( 1.0f,0.92f, 0.0f); // Bottom Right glVertex3f(-1.0f,0.92f, 0.0f); // Bottom Left glEnd(); // Done Drawing The Quad myf.print(vsx_vector(-1.0f,0.92f)," Fc "+i2s(frame_counter)+" Fps "+f2s(delta_fps)+" T "+f2s(total_time)+" Tfps "+f2s(frame_counter/total_time)+" MC "+i2s(vxe->get_num_modules())+" VSX Ultra (c) Vovoid",0.07); } } return true; }
bool app_draw(int id) { VSX_UNUSED(id); my_draw.draw(); return true; }
bool app_draw(int id) { my_draw.draw(); return true; }