Пример #1
0
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, false);

            GLStatics.Check();

            //GLStatics.Flush();

            var t1 = ts1.GetCounter();
            var t2 = ts2.GetCounter();

            System.Diagnostics.Debug.WriteLine($"Time Taken {t2 - t1} ns");

            var t = sync.ClientWait(ClientWaitSyncFlags.SyncFlushCommandsBit, 100000000);

            System.Diagnostics.Debug.WriteLine($"Sync {t}");

            sync.Dispose();

            var azel = gl3dcontroller.PosCamera.EyePosition.AzEl(gl3dcontroller.PosCamera.LookAt, true);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " from " + gl3dcontroller.MatrixCalc.EyePosition + " cdir " + gl3dcontroller.PosCamera.CameraDirection + " azel " + azel + " zoom " + gl3dcontroller.PosCamera.ZoomFactor + " dist " + gl3dcontroller.MatrixCalc.EyeDistance + " FOV " + gl3dcontroller.MatrixCalc.FovDeg;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            vecoutbuffer.ZeroBuffer();
            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            int count = vecoutbuffer.ReadInt(0);

            if (count > 0)
            {
                float[] values = vecoutbuffer.ReadFloats(4, Math.Min(2000, count), true);
                System.Diagnostics.Debug.WriteLine("Count " + count + " min " + values.Min() + " max " + values.Max());
                for (int i = 0; i < count; i = i + 4)
                {
                    Vector3 pos = new Vector3(values[i], values[i + 1], values[i + 2]);
                    System.Diagnostics.Debug.Write("    " + i / 4 + " = " + pos + " : " + values[i + 3]);

                    Vector3 up    = new Vector3(0, 1, 0);
                    float   value = Vector3.Dot(up, pos);
                    value = 0.0f + value;
                    System.Diagnostics.Debug.WriteLine("        -> dotp" + value);
                }
            }

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
        private void ControllerDraw(Controller3D mc, ulong time)
        {
            // System.Diagnostics.Debug.WriteLine("Draw eye " + gl3dcontroller.MatrixCalc.EyePosition + " to " + gl3dcontroller.Pos.Current);

            float zeroone10s = ((float)(time % 10000)) / 10000.0f;
            float zeroone5s  = ((float)(time % 5000)) / 5000.0f;
            float zerotwo5s  = ((float)(time % 5000)) / 2500.0f;
            float degrees    = zeroone10s * 360;

            // matrixbuffer.Write(Matrix4.CreateTranslation(new Vector3(zeroone * 20, 50, 0)),0,true);

            if (items.Contains("ShaderPos"))
            {
                ((GLMultipleTexturedBlended)items.Shader("ShaderPos")).CommonTransform.YRotDegrees = degrees;
                ((GLMultipleTexturedBlended)items.Shader("ShaderPos")).Blend = zerotwo5s;
            }

            if (items.Contains("ShaderMat"))
            {
                ((GLMultipleTexturedBlended)items.Shader("ShaderMat")).CommonTransform.ZRotDegrees = degrees;
                ((GLMultipleTexturedBlended)items.Shader("ShaderMat")).Blend = zerotwo5s;
            }

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);
            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
        }
Пример #5
0
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            // System.Diagnostics.Debug.WriteLine("Draw eye " + gl3dcontroller.MatrixCalc.EyePosition + " to " + gl3dcontroller.Pos.Current);

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            countbuffer.ZeroBuffer();

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            GLMemoryBarrier.Vertex();

            int count = countbuffer.ReadInt(0);

            Vector4[] d = rejectedbuffer.ReadVector4s(0, count);
            for (int i = 0; i < count; i++)
            {
                System.Diagnostics.Debug.WriteLine(i + " = " + d[i]);
            }

            redraw.DrawCount = count;                                               // render passed back ones using red from vecoutbuffer
            rObjects2.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, true);

            GLStatics.Check();

            GLStatics.Flush();

            var t1 = ts1.GetCounter();
            var t2 = ts2.GetCounter();

            System.Diagnostics.Debug.WriteLine($"Time Taken {t2-t1} ns");

            GLMemoryBarrier.All();
            Vector3[] values3 = varyingbuffer.ReadVector3sPacked(0, 8);     // varyings seem to ignore the vec3->vec4 packed thingy..

            System.Diagnostics.Debug.Assert(values3[1] == new Vector3(shape[1].X, shape[1].Y, shape[1].Z));
            System.Diagnostics.Debug.Assert(values3[3] == new Vector3(shape[3].X, shape[3].Y, shape[3].Z));

            var azel = gl3dcontroller.PosCamera.EyePosition.AzEl(gl3dcontroller.PosCamera.LookAt, true);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " from " + gl3dcontroller.MatrixCalc.EyePosition + " cdir " + gl3dcontroller.PosCamera.CameraDirection + " azel " + azel + " zoom " + gl3dcontroller.PosCamera.ZoomFactor + " dist " + gl3dcontroller.MatrixCalc.EyeDistance + " FOV " + gl3dcontroller.MatrixCalc.FovDeg;
        }
Пример #7
0
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            //System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            var azel = gl3dcontroller.PosCamera.EyePosition.AzEl(gl3dcontroller.PosCamera.LookAt, true);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " from " + gl3dcontroller.MatrixCalc.EyePosition + " cdir " + gl3dcontroller.PosCamera.CameraDirection + " azel " + azel + " zoom " + gl3dcontroller.PosCamera.ZoomFactor + " dist " + gl3dcontroller.MatrixCalc.EyeDistance + " FOV " + gl3dcontroller.MatrixCalc.FovDeg;

            //GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);
            //Vector4[] databack = dataoutbuffer.ReadVector4(0, 4);
            //for (int i = 0; i < databack.Length; i += 1)
            //{
            //   // databack[i] = databack[i] / databack[i].W;
            //   // databack[i].X = databack[i].X * gl3dcontroller.glControl.Width / 2 + gl3dcontroller.glControl.Width/2;
            //   // databack[i].Y = gl3dcontroller.glControl.Height - databack[i].Y * gl3dcontroller.glControl.Height;
            //    System.Diagnostics.Debug.WriteLine("{0}={1}", i, databack[i].ToStringVec(true));
            //}
            //GLStatics.Check();
        }
Пример #8
0
        private void ControllerDraw(Controller3D mc, ulong time)
        {
            // System.Diagnostics.Debug.WriteLine("Draw eye " + gl3dcontroller.MatrixCalc.EyePosition + " to " + gl3dcontroller.Pos.Current);

            float zeroone10000s = ((float)(time % 10000000)) / 10000000.0f;
            float zeroone5000s  = ((float)(time % 5000000)) / 5000000.0f;
            float zeroone1000s  = ((float)(time % 1000000)) / 1000000.0f;
            float zeroone500s   = ((float)(time % 500000)) / 500000.0f;
            float zeroone100s   = ((float)(time % 100000)) / 100000.0f;
            float zeroone10s    = ((float)(time % 10000)) / 10000.0f;
            float zeroone5s     = ((float)(time % 5000)) / 5000.0f;
            float zerotwo5s     = ((float)(time % 5000)) / 2500.0f;
            float timediv10s    = (float)time / 10000.0f;
            float timediv100s   = (float)time / 100000.0f;


            if (items.Contains("STAR"))
            {
                int vid = items.Shader("STAR").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader).Id;
                ((GLRenderDataTranslationRotation)(rObjects["sun"].RenderData)).RotationDegrees = new Vector3(0, -zeroone100s * 360, 0);
                var stellarsurfaceshader = (GLPLStarSurfaceFragmentShader)items.Shader("STAR").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader);
                stellarsurfaceshader.TimeDeltaSpots   = zeroone500s;
                stellarsurfaceshader.TimeDeltaSurface = timediv100s;
            }

            if (items.Contains("STAR-M2"))
            {
                var vid = items.Shader("STAR-M2").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.VertexShader);
                ((GLPLVertexShaderModelCoordWorldAutoscale)vid).ModelTranslation = Matrix4.CreateRotationY((float)(-zeroone10s * Math.PI * 2));
                var stellarsurfaceshader = (GLPLStarSurfaceFragmentShader)items.Shader("STAR-M2").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader);
                stellarsurfaceshader.TimeDeltaSpots   = zeroone500s;
                stellarsurfaceshader.TimeDeltaSurface = timediv100s;
            }

            if (items.Contains("STAR-M3"))
            {
                var vid = items.Shader("STAR-M3").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.VertexShader);
                ((GLPLVertexShaderModelCoordWorldAutoscale)vid).ModelTranslation = Matrix4.CreateRotationY((float)(-zeroone10s * Math.PI * 2));
                var stellarsurfaceshader = (GLPLStarSurfaceFragmentShader)items.Shader("STAR-M3").GetShader(OpenTK.Graphics.OpenGL4.ShaderType.FragmentShader);
                stellarsurfaceshader.TimeDeltaSpots   = zeroone500s;
                stellarsurfaceshader.TimeDeltaSurface = timediv100s;
            }

            if (items.Contains("CORONA"))
            {
                ((GLShaderStarCorona)items.Shader("CORONA")).TimeDelta = (float)time / 100000f;
            }

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
            GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits);


            this.Text = //"Freq " + frequency.ToString("#.#########") + " unRadius " + unRadius + " scutoff" + scutoff + " BD " + blackdeepness + " CE " + concentrationequator
                        "    Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
            GL.MemoryBarrier(MemoryBarrierFlags.VertexAttribArrayBarrierBit);
        }
Пример #10
0
        // called on Paint of scene
        private void Draw(object mc, ulong unused)
        {
            //System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(matrixcalc);                       // need to store the matrixcalc information into the uniform block

            rObjects.Render(glwfc.RenderState, matrixcalc); // execute render
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " dir " + gl3dcontroller.PosCamera.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance;
        }
Пример #12
0
        private void ControllerDraw(Controller3D mc, ulong time)
        {
            float degrees   = ((float)time / 5000.0f * 360.0f) % 360f;
            float degreesd2 = ((float)time / 10000.0f * 360.0f) % 360f;

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.Set(gl3dcontroller.MatrixCalc);

            System.Diagnostics.Debug.WriteLine("Draw eye " + gl3dcontroller.MatrixCalc.EyePosition + " to " + gl3dcontroller.PosCamera.LookAt);
            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);
        }
        private void ControllerDraw(Controller3D mc, ulong unused)
        {
            //System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc);

            var azel = gl3dcontroller.PosCamera.EyePosition.AzEl(gl3dcontroller.PosCamera.LookAt, true);

            this.Text = "Main Window Looking at " + gl3dcontroller.MatrixCalc.LookAt + " from " + gl3dcontroller.MatrixCalc.EyePosition + " cdir " + gl3dcontroller.PosCamera.CameraDirection + " azel " + azel + " zoom " + gl3dcontroller.PosCamera.ZoomFactor + " dist " + gl3dcontroller.MatrixCalc.EyeDistance + " FOV " + gl3dcontroller.MatrixCalc.FovDeg;
        }
Пример #14
0
        private void ControllerDraw(Controller3Dd mc, ulong time)
        {
            // System.Diagnostics.Debug.WriteLine("Controller Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, false);
            rBodyObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, false);

            if (jdscaling != 0 && lasttime != ulong.MaxValue)
            {
                var diff = time - lasttime;                              // ms between calls
                currentjd += diff / (60.0 * 60 * 24 * 1000) * jdscaling; // convert ms delta to days, with scaling
            }
            lasttime = time;
        }
Пример #15
0
        private void ControllerDraw(Controller3D mc, ulong time)
        {
            //System.Diagnostics.Debug.WriteLine("Draw");

            GLMatrixCalcUniformBlock mcub = (GLMatrixCalcUniformBlock)items.UB("MCUB");

            mcub.SetFull(gl3dcontroller.MatrixCalc);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, false);

            if (jdscaling != 0 && lasttime != ulong.MaxValue)
            {
                var diff = time - lasttime;                              // ms between calls
                currentjd += diff / (60.0 * 60 * 24 * 1000) * jdscaling; // convert ms delta to days, with scaling
            }
            lasttime = time;

            var azel = gl3dcontroller.PosCamera.EyePosition.AzEl(gl3dcontroller.PosCamera.LookAt, true);

            this.Text = "Looking at " + gl3dcontroller.MatrixCalc.LookAt + " from " + gl3dcontroller.MatrixCalc.EyePosition + " cdir " + gl3dcontroller.PosCamera.CameraDirection + " azel " + azel + " zoom " + gl3dcontroller.PosCamera.ZoomFactor + " dist " + gl3dcontroller.MatrixCalc.EyeDistance + " FOV " + gl3dcontroller.MatrixCalc.FovDeg;
        }
Пример #16
0
        private void Controller3DDraw(Controller3D c3d, ulong time)
        {
            long t1 = hptimer.ElapsedTicks;
            //TBD
            //    GL.Finish();      // use GL finish to ensure last frame is done - if we are operating above sys tick rate, this will be small time. If we are rendering too much, it will stall
            long t2 = hptimer.ElapsedTicks;

            GLMatrixCalcUniformBlock mcb = ((GLMatrixCalcUniformBlock)items.UB("MCUB"));

            mcb.SetFull(gl3dcontroller.MatrixCalc);        // set the matrix unform block to the controller 3d matrix calc.

            // set up the grid shader size

            if (gridrenderable != null)
            {
                gridrenderable.InstanceCount = gridvertshader.ComputeGridSize(gl3dcontroller.MatrixCalc.EyeDistance, out lastgridwidth);
                lasteyedistance = gl3dcontroller.MatrixCalc.EyeDistance;

                gridvertshader.SetUniforms(gl3dcontroller.MatrixCalc.LookAt, lastgridwidth, gridrenderable.InstanceCount);
            }

            if (gridbitmapvertshader != null)
            {
                float coordfade = lastgridwidth == 10000 ? (0.7f - (c3d.MatrixCalc.EyeDistance / 20000).Clamp(0.0f, 0.7f)) : 0.7f;
                Color coordscol = Color.FromArgb(coordfade < 0.05 ? 0 : 150, Color.Cyan);
                gridbitmapvertshader.ComputeUniforms(lastgridwidth, gl3dcontroller.MatrixCalc, gl3dcontroller.PosCamera.CameraDirection, coordscol, Color.Transparent);
            }

            if (edsmgalmapregions != null)
            {
                edsmgalmapregions.SetY(gl3dcontroller.PosCamera.LookAt.Y);
            }

            if (elitemapregions != null)
            {
                elitemapregions.SetY(gl3dcontroller.PosCamera.LookAt.Y);
            }

            // set the coords fader


            // set the galaxy volumetric block

            if (galaxyrenderable != null)
            {
                galaxyrenderable.InstanceCount = volumetricblock.Set(gl3dcontroller.MatrixCalc, volumetricboundingbox, gl3dcontroller.MatrixCalc.InPerspectiveMode ? 50.0f  : 0);        // set up the volumentric uniform
                //System.Diagnostics.Debug.WriteLine("GI {0}", galaxyrendererable.InstanceCount);
                galaxyshader.SetDistance(gl3dcontroller.MatrixCalc.InPerspectiveMode ? c3d.MatrixCalc.EyeDistance : -1f);
            }

            long t3 = hptimer.ElapsedTicks;

            if (travelpath != null)
            {
                travelpath.Update(time, gl3dcontroller.MatrixCalc.EyeDistance);
            }

            if (galmapobjects != null)
            {
                galmapobjects.Update(time, gl3dcontroller.MatrixCalc.EyeDistance);
            }

            if (galaxystars != null)
            {
                galaxystars.Update(time, gl3dcontroller.MatrixCalc.EyeDistance);
            }

            if (galaxystars != null && gl3dcontroller.MatrixCalc.EyeDistance < 400)
            {
                galaxystars.Request9BoxConditional(gl3dcontroller.PosCamera.LookAt);
            }


            long t4 = hptimer.ElapsedTicks;

            //int[] queryID = new int[2];
            //GL.GenQueries(2, queryID);
            //GL.QueryCounter(queryID[0], QueryCounterTarget.Timestamp);

            var tmr1 = new GLOperationQueryTimeStamp();
            var tmr2 = new GLOperationQueryTimeStamp();

            tmr1.Execute(null);

            rObjects.Render(glwfc.RenderState, gl3dcontroller.MatrixCalc, verbose: false);
            tmr2.Execute(null);

            // GL.QueryCounter(queryID[1], QueryCounterTarget.Timestamp);

            //   GL.Flush(); // ensure everything is in the grapghics pipeline

            //while (tmr2.IsAvailable() == false)
            //    ;

            long a = tmr1.GetCounter();
            long b = tmr2.GetCounter();

            //int done = 0;
            //while (done == 0)
            //{
            //    GL.GetQueryObject(queryID[1], GetQueryObjectParam.QueryResultAvailable, out done);
            //}

            //GL.GetQueryObject(queryID[0], GetQueryObjectParam.QueryResult, out long a);
            //GL.GetQueryObject(queryID[1], GetQueryObjectParam.QueryResult, out long b);
            //System.Diagnostics.Debug.WriteLine($"timer {a} {b} {b-a}" );

            long t5 = hptimer.ElapsedTicks;

            if (debugbuffer != null)
            {
                GLMemoryBarrier.All();
                Vector4[] debugout = debugbuffer.ReadVector4s(0, 4);
                System.Diagnostics.Debug.WriteLine("{0},{1},{2},{3}", debugout[0], debugout[1], debugout[2], debugout[3]);
            }

            long t    = hptimer.ElapsedMilliseconds;
            long diff = t - lastms;

            for (int i = frametimes.Length - 1; i > 0; i--)
            {
                frametimes[i] = frametimes[i - 1];
            }

            frametimes[0] = diff;

            lastms = t;
            double fps = (1000.0 / diff);

            if (fpsavg <= 1)
            {
                fpsavg = fps;
            }
            else
            {
                fpsavg = (fpsavg * 0.95) + fps * 0.05;
            }

            tmr1.Dispose();
            tmr2.Dispose();
            if (diff > 0)
            {
//                System.Diagnostics.Debug.Write($"Frame {hptimer.ElapsedMilliseconds,6} {diff,3} fps {fpsavg:#.0} frames {frametimes[0],3} {frametimes[1],3} {frametimes[2],3} {frametimes[3],3} {frametimes[4],3} {frametimes[5],3} sec {galaxystars.Sectors,3}");
//                System.Diagnostics.Debug.WriteLine($" finish {(t2 - t1) * 1000000 / Stopwatch.Frequency,5} t3 {(t3 - t2) * 1000000 / Stopwatch.Frequency,4} t4 {(t4 - t3) * 1000000 / Stopwatch.Frequency,4} render {(t5 - t4) * 1000000 / Stopwatch.Frequency,5} tot {(t5 - t1) * 1000000 / Stopwatch.Frequency,5}");
            }
            //            this.Text = "FPS " + fpsavg.ToString("N0") + " Looking at " + gl3dcontroller.MatrixCalc.TargetPosition + " eye@ " + gl3dcontroller.MatrixCalc.EyePosition + " dir " + gl3dcontroller.Pos.CameraDirection + " Dist " + gl3dcontroller.MatrixCalc.EyeDistance + " Zoom " + gl3dcontroller.Pos.ZoomFactor;
        }