private void Sync(bool pollEvents) { double dt = 1 / 60.0; double currentTime = GLFW.glfwGetTime(); // Main loop while (GLFW.glfwWindowShouldClose(Handle) == 0) { double newTime = GLFW.glfwGetTime(); double frameTime = newTime - currentTime; currentTime = newTime; while (frameTime > 0) { double deltaTime = Math.Min(frameTime, dt); frameTime -= deltaTime; for (var i = 0; i < blocks.Length; i++) { blocks[i].UseDelta = useDelta; blocks[i].Update(deltaTime, width, height); } } // Render a background and enable some stuff for 2d rendering with alpha GL10.glMatrixMode(GL11.GL_PROJECTION); GL10.glLoadIdentity(); GL10.glOrtho(0, width, height, 0, -1, 1); GL10.glMatrixMode(GL11.GL_MODELVIEW); GL10.glLoadIdentity(); GL10.glEnable(GL11.GL_BLEND); GL10.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL10.glViewport(0, 0, Width, Height); GL10.glClearColor(0, 0, 0, 1); GL10.glClear(GL11.GL_COLOR_BUFFER_BIT); // Render for (var i = 0; i < blocks.Length; i++) { blocks[i].Render(); } GLFW.glfwSwapBuffers(Handle); GLFW.glfwPollEvents(); } GLFW.glfwDestroyWindow(Handle); }