public bool Equals(SwapchainDescription other) { return(Source.Equals(other.Source) && Width.Equals(other.Width) && Height.Equals(other.Height) && DepthFormat == other.DepthFormat && VSync.Equals(other.VSync) && ColorSrgb.Equals(other.ColorSrgb)); }
internal void CopySettings(MenuSettings settings) { volume = settings.volume; shadows = settings.shadows; shadowsQuality = settings.shadowsQuality; antiAliasing = settings.antiAliasing; anisotropicFiltering = settings.anisotropicFiltering; realTimeReflections = settings.realTimeReflections; vSync = settings.vSync; resolution = settings.resolution; fullScreen = settings.fullScreen; }
public MenuSettings() { volume = 1; shadows = Shadow.Soft; shadowsQuality = ShadowQuality.Ultra; antiAliasing = AntiAliasing.X8; anisotropicFiltering = AnisotropicFiltering.Enable; realTimeReflections = true; vSync = VSync.Half; resolution = MaxResolution; fullScreen = true; }
protected override void OnRenderFrame(FrameEventArgs e) { VSync = Settings.VSync ? VSyncMode.On : VSyncMode.Off; Title = $"BrickEngine VSync: ({VSync.ToString()}) FPS: ({1f / e.Time:0}) Limit FPS: ({Settings.Framerate}) - UNLICENSED VERSION"; var projection = Matrix4.CreateOrthographicOffCenter(0, Width, Height, 0, 0, 1); GL.MatrixMode(MatrixMode.Projection); GL.LoadMatrix(ref projection); RenderingSystem.ClearScreen(); RenderingSystem.RunConfiguration(); Render(); SwapBuffers(); }
protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); this.Title = "MadGameEngine (Vsync: " + VSync.ToString() + ") " + " FPS: " + (1f / e.Time).ToString("0."); foreach (var key in Collisionables.Keys) { key.CheckCollision(); } Collisionables.Keys.OfType <IMoveable>().ToList().ForEach(w => w.Move()); View.SetPosition(LocalPlayer.Position.Current); Collisionables.Keys.OfType <IUpdateable>().ToList().ForEach(w => w.Update()); View.Update(); }
public void SetBuffer(VSync vSync) { QualitySettings.vSyncCount = ( int )vsync; refreshRate = Screen.currentResolution.refreshRate; if (vsync == VSync.Off) { targetFrameRate = 0; } else { targetFrameRate = refreshRate / ( int )vsync; } Application.targetFrameRate = ( int )targetFrameRate; Debug.Log($"Vsync is {vsync} target frameRate {targetFrameRate} refresh rate {refreshRate}"); }
protected override void OnRenderFrame(FrameEventArgs e) { Title = $"OpenTK Guide (Vsync: {VSync.ToString()}) FPS: {(1f / e.Time).ToString("0.")}"; GL.Enable(EnableCap.DepthTest); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); //_entity.MoveEntity(new Vector3(0, 0, -0.2f)); _entity.RotateEntity(0, 1f, 0); using (var _renderer = new Renderer(_shader)) { _camera.Move(); _shader.Start(); _shader.LoadLight(_light); _shader.LoadViewMatrix(_camera); _renderer.Render(_entity, _shader); _shader.Stop(); } SwapBuffers(); }
public static string ToArg(this VSync value) { switch (value) { case VSync.Auto: return("auto"); case VSync.Passthrough: return("passthrough"); case VSync.ConstantFrameRate: return("cfr"); case VSync.VariableFrameRate: return("vfr"); case VSync.Drop: return("drop"); default: return(value.ToString().ToLowerInvariant()); } }
protected override void OnUpdateFrame(FrameEventArgs e) { Title = "GameWindowSimple (Vsync: " + VSync.ToString() + ") " + " FPS: " + (1f / e.Time).ToString("0."); // this is called every frame, put game logic here if (Capture != null) { if (_render) { if (_captureBuffer.TryDequeue(out _currentProcessedFrame)) { _backgroundImage = _currentProcessedFrame.Image; } } } else { if (!_isInit) { _currentProcessedFrame = ProcessFrame(_backgroundImage); _isInit = true; } } }