public override void Render(GameTime time) { if (device11 == null) { return; } device11.ImmediateContext.ClearRenderTargetView(renderTargetView, new Color4(1.0f, 0, 0, 1.0f)); device11.ImmediateContext.ClearDepthStencilView(depthView, DepthStencilClearFlags.Depth, 1.0f, 0); RenderComponents(time); }
public override void Render(GameTime time) { base.Render(time); frameAccumulator += time.ElapsedMiliseconds; ++frameCount; if (frameAccumulator >= 1000000.0f) { Master.I.form.Text = "Ch0nkEngineRenderer : fps:" + (int)((frameCount / frameAccumulator) * 100000); frameAccumulator = 0.0f; frameCount = 0; } }
public override void Update(GameTime time) { UpdateComponents(time); }
private void MainForm_Load(object sender, System.EventArgs e) { gameTime = new GameTime(); gameTime.Start(); }
public override void Update(GameTime time) { base.Update(time); }
public override void Render(GameTime time) { var technique = _effect.GetTechniqueByIndex(0); var pass = technique.GetPassByIndex(0); _layout = new InputLayout(Master.I.device11, pass.Description.Signature, Bl0ck.inputElements); // Uploading to the device Master.I.device11.ImmediateContext.InputAssembler.InputLayout = _layout; Master.I.device11.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList; Master.I.device11.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(_vertexBuffer, Bl0ck.SizeInBytes, 0)); Matrix worldMatrix = Matrix.Identity; Matrix viewMatrix = Master.I.camera.ViewMatrix; Matrix projectionMatrix = Master.I.camera.ProjectionMatrix; _effect.GetVariableByName("finalMatrix").AsMatrix().SetMatrix(worldMatrix * viewMatrix * projectionMatrix); // Render _effect.GetTechniqueByIndex(0).GetPassByIndex(0).Apply(Master.I.device11.ImmediateContext); Master.I.device11.ImmediateContext.Draw(_numOfVertices, 0); Master.I.swapChain.Present(0, PresentFlags.None); RenderComponents(time); }