Exemple #1
0
        Gl_saver saver; //HACK this kinda complicates things as GL_saver depends on GlobalInfo and FlurryCluster init's GlobalInfo :P

        #endregion Fields

        #region Constructors

        /*
         * Note: the Flurry base code keeps everything in a global variable named
         * info.  We want to instance it, for multimon support (several separate
         * Flurries), so we allocate several such structures, but to avoid changing
         * the base code, we set info = current->globals before calling into it.
         * Obviously, not thread safe.
         */
        public FlurryCluster(FlurryClusterSpec spec)
        {
            saver=new Gl_saver();//HACK  I dont know if this is correct to initilize GL_saver for every cluster ? Doesn't OpenGL go nutties a little bit?
            saver.OTSetup();
            oldFrameTime = saver.TimeInSecondsSinceStart();

            flurryData = FlurryAlloc(spec);

            // specialize
            //flurryData.numStreams = spec.nStreams;
            //flurryData.currentColorMode = (Types.ColorModes)spec.color;
            //flurryData.streamExpansion = spec.thickness;
            //flurryData.star.rotSpeed = spec.speed;
        }
Exemple #2
0
        /*
         * Note: the Flurry base code keeps everything in a global variable named
         * info.  We want to instance it, for multimon support (several separate
         * Flurries), so we allocate several such structures, but to avoid changing
         * the base code, we set info = current->globals before calling into it.
         * Obviously, not thread safe.
         */

        public FlurryCluster(FlurryClusterSpec spec)
        {
            saver = new Gl_saver();          //HACK  I dont know if this is correct to initilize GL_saver for every cluster ? Doesn't OpenGL go nutties a little bit?
            saver.OTSetup();
            oldFrameTime = saver.TimeInSecondsSinceStart();

            flurryData = FlurryAlloc(spec);


            // specialize
            //flurryData.numStreams = spec.nStreams;
            //flurryData.currentColorMode = (Types.ColorModes)spec.color;
            //flurryData.streamExpansion = spec.thickness;
            //flurryData.star.rotSpeed = spec.speed;
        }