public SetVerticalSyncEnabled ( bool enable ) : void | ||
enable | bool | True to enable v-sync, false to deactivate |
Результат | void |
/// <summary> /// The main entry point for the application. /// </summary> static void Main() { // Create the main window Window window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window", Styles.Default, new ContextSettings(32, 0)); window.SetVerticalSyncEnabled(true); // Setup event handlers window.Closed += new EventHandler(OnClosed); window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed); window.Resized += new EventHandler<SizeEventArgs>(OnResized); // Set the color and depth clear values Gl.glClearDepth(1.0F); Gl.glClearColor(0.0F, 0.0F, 0.0F, 0.0F); // Enable Z-buffer read and write Gl.glEnable(Gl.GL_DEPTH_TEST); Gl.glDepthMask(Gl.GL_TRUE); // Setup a perspective projection Gl.glMatrixMode(Gl.GL_PROJECTION); Gl.glLoadIdentity(); Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F); int startTime = Environment.TickCount; // Start the game loop while (window.IsOpen()) { // Process events window.DispatchEvents(); // Activate the window before using OpenGL commands. // This is useless here because we have only one window which is // always the active one, but don't forget it if you use multiple windows window.SetActive(); // Clear color and depth buffer Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT); // Apply some transformations float time = (Environment.TickCount - startTime) / 1000.0F; Gl.glMatrixMode(Gl.GL_MODELVIEW); Gl.glLoadIdentity(); Gl.glTranslatef(0.0F, 0.0F, -200.0F); Gl.glRotatef(time * 50, 1.0F, 0.0F, 0.0F); Gl.glRotatef(time * 30, 0.0F, 1.0F, 0.0F); Gl.glRotatef(time * 90, 0.0F, 0.0F, 1.0F); // Draw a cube Gl.glBegin(Gl.GL_QUADS); Gl.glColor3f(1.0F, 0.0F, 0.0F); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glVertex3f( 50.0F, 50.0F, -50.0F); Gl.glVertex3f( 50.0F, -50.0F, -50.0F); Gl.glColor3f(1.0F, 0.0F, 0.0F); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glVertex3f( 50.0F, 50.0F, 50.0F); Gl.glVertex3f( 50.0F, -50.0F, 50.0F); Gl.glColor3f(0.0F, 1.0F, 0.0F); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glColor3f(0.0F, 1.0F, 0.0F); Gl.glVertex3f(50.0F, -50.0F, -50.0F); Gl.glVertex3f(50.0F, 50.0F, -50.0F); Gl.glVertex3f(50.0F, 50.0F, 50.0F); Gl.glVertex3f(50.0F, -50.0F, 50.0F); Gl.glColor3f(0.0F, 0.0F, 1.0F); Gl.glVertex3f(-50.0F, -50.0F, 50.0F); Gl.glVertex3f(-50.0F, -50.0F, -50.0F); Gl.glVertex3f( 50.0F, -50.0F, -50.0F); Gl.glVertex3f( 50.0F, -50.0F, 50.0F); Gl.glColor3f(0.0F, 0.0F, 1.0F); Gl.glVertex3f(-50.0F, 50.0F, 50.0F); Gl.glVertex3f(-50.0F, 50.0F, -50.0F); Gl.glVertex3f( 50.0F, 50.0F, -50.0F); Gl.glVertex3f( 50.0F, 50.0F, 50.0F); Gl.glEnd(); // Finally, display the rendered frame on screen window.Display(); } }