/// <summary>
        /// Called when it is time to setup the next frame. Add you game logic here.
        /// </summary>
        /// <param name="e">Contains timing information for framerate independent logic.</param>
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            base.OnUpdateFrame(e);

            environmentScene.Update((float)e.Time);
            scene.Update((float)e.Time);
            hudScene.Update((float)e.Time);

            driveCamera((float)e.Time);
        }
Exemple #2
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        /// <summary>
        /// Called when it is time to setup the next frame. Add you game logic here.
        /// </summary>
        /// <param name="e">Contains timing information for framerate independent logic.</param>
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            base.OnUpdateFrame(e);

            environmentScene.Update((float)e.Time);
            scene.Update((float)e.Time);
            hudScene.Update((float)e.Time);

            if (Keyboard[Key.Escape])
            {
                Exit();
            }
        }
        /// <summary>
        /// Called when it is time to setup the next frame. Add you game logic here.
        /// </summary>
        /// <param name="e">Contains timing information for framerate independent logic.</param>
        protected override void OnUpdateFrame(FrameEventArgs e)
        {
            base.OnUpdateFrame(e);

            float time = (float)e.Time;

            main3dScene.Update(time);
            environmentScene.Update(time);
            alpha3dScene.Update(time);
            sunDiskScene.Update(time);
            hud2dScene.Update(time);
            sunFlareScene.Update(time);

            driveCamera((float)e.Time);
        }