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; }
/* * 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; }