/// <summary> /// Called by CryEngine. Do not call directly. /// </summary> public override void OnPreRender() { // Sleep if necessary, to match target FPS. if (_nextFrameTime > DateTime.Now) { System.Threading.Thread.Sleep(Math.Max(0, (int)(_nextFrameTime - DateTime.Now).TotalMilliseconds)); } if (_monoTargetFps != null && _monoTargetFps.GetIVal() > 0) { _nextFrameTime = DateTime.Now.AddSeconds(1.0f / (float)_monoTargetFps.GetIVal()); } var renderReceivers = new List <IGameRenderReceiver> (_renderReceivers); foreach (IGameRenderReceiver obj in renderReceivers) { obj.OnRender(); } }
internal void OnValueChanged(ICVar var) { m_value = var.GetIVal(); }