/// <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); }
/// <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); }