protected override void OnRenderFrame(FrameEventArgs e) { VSync = Settings.VSync ? VSyncMode.On : VSyncMode.Off; Title = $"BrickEngine VSync: ({VSync.ToString()}) FPS: ({1f / e.Time:0}) Limit FPS: ({Settings.Framerate}) - UNLICENSED VERSION"; var projection = Matrix4.CreateOrthographicOffCenter(0, Width, Height, 0, 0, 1); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref projection); RenderingSystem.ClearScreen(); RenderingSystem.RunConfiguration(); Render(); SwapBuffers(); }
protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); this.Title = "MadGameEngine (Vsync: " + VSync.ToString() + ") " + " FPS: " + (1f / e.Time).ToString("0."); foreach (var key in Collisionables.Keys) { key.CheckCollision(); } Collisionables.Keys.OfType <IMoveable>().ToList().ForEach(w => w.Move()); View.SetPosition(LocalPlayer.Position.Current); Collisionables.Keys.OfType <IUpdateable>().ToList().ForEach(w => w.Update()); View.Update(); }
protected override void OnRenderFrame(FrameEventArgs e) { Title = $"OpenTK Guide (Vsync: {VSync.ToString()}) FPS: {(1f / e.Time).ToString("0.")}"; GL.Enable(EnableCap.DepthTest); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); //_entity.MoveEntity(new Vector3(0, 0, -0.2f)); _entity.RotateEntity(0, 1f, 0); using (var _renderer = new Renderer(_shader)) { _camera.Move(); _shader.Start(); _shader.LoadLight(_light); _shader.LoadViewMatrix(_camera); _renderer.Render(_entity, _shader); _shader.Stop(); } SwapBuffers(); }
public static string ToArg(this VSync value) { switch (value) { case VSync.Auto: return("auto"); case VSync.Passthrough: return("passthrough"); case VSync.ConstantFrameRate: return("cfr"); case VSync.VariableFrameRate: return("vfr"); case VSync.Drop: return("drop"); default: return(value.ToString().ToLowerInvariant()); } }
protected override void OnUpdateFrame(FrameEventArgs e) { Title = "GameWindowSimple (Vsync: " + VSync.ToString() + ") " + " FPS: " + (1f / e.Time).ToString("0."); // this is called every frame, put game logic here if (Capture != null) { if (_render) { if (_captureBuffer.TryDequeue(out _currentProcessedFrame)) { _backgroundImage = _currentProcessedFrame.Image; } } } else { if (!_isInit) { _currentProcessedFrame = ProcessFrame(_backgroundImage); _isInit = true; } } }