Пример #1
0
        public override void Present()
        {
            GraphicsDevice.Begin();

            // If we made a fake render target to avoid OpenGL limitations on window-provided back buffer, let's copy the rendering result to it
            if (GraphicsDevice.DefaultRenderTarget != GraphicsDevice.windowProvidedRenderTexture)
            {
                GraphicsDevice.Copy(GraphicsDevice.DefaultRenderTarget, GraphicsDevice.windowProvidedRenderTexture);
            }
            OpenTK.Graphics.GraphicsContext.CurrentContext.SwapBuffers();
            GraphicsDevice.End();
        }
Пример #2
0
        public override void Present()
        {
            GraphicsDevice.Begin();

            // If we made a fake render target to avoid OpenGL limitations on window-provided back buffer, let's copy the rendering result to it
            if (GraphicsDevice.DefaultRenderTarget != GraphicsDevice.windowProvidedRenderTexture)
            {
                GraphicsDevice.Copy(GraphicsDevice.DefaultRenderTarget, GraphicsDevice.windowProvidedRenderTexture);
            }
            var graphicsContext = ((AndroidGameView)Description.DeviceWindowHandle.NativeHandle).GraphicsContext;

            ((AndroidGraphicsContext)graphicsContext).Swap();

            GraphicsDevice.End();
        }
Пример #3
0
        public override void Present()
        {
            GraphicsDevice.Begin();

            // If we made a fake render target to avoid OpenGL limitations on window-provided back buffer, let's copy the rendering result to it
            if (backBuffer != GraphicsDevice.windowProvidedRenderTexture)
            {
                GraphicsDevice.CopyScaler2D(backBuffer, GraphicsDevice.windowProvidedRenderTexture,
                                            new Rectangle(0, 0, backBuffer.Width, backBuffer.Height),
                                            new Rectangle(0, 0, GraphicsDevice.windowProvidedRenderTexture.Width, GraphicsDevice.windowProvidedRenderTexture.Height), true);
            }

            gameWindow.SwapBuffers();

            GraphicsDevice.End();
        }
Пример #4
0
        public override void Present()
        {
            GraphicsDevice.Begin();

            var androidGameView = (AndroidGameView)Description.DeviceWindowHandle.NativeHandle;

            GraphicsDevice.windowProvidedRenderTexture.InternalSetSize(androidGameView.Width, androidGameView.Height);

            // If we made a fake render target to avoid OpenGL limitations on window-provided back buffer, let's copy the rendering result to it
            if (backBuffer != GraphicsDevice.windowProvidedRenderTexture)
            {
                GraphicsDevice.CopyScaler2D(backBuffer, GraphicsDevice.windowProvidedRenderTexture,
                                            new Rectangle(0, 0, backBuffer.Width, backBuffer.Height),
                                            new Rectangle(0, 0, GraphicsDevice.windowProvidedRenderTexture.Width, GraphicsDevice.windowProvidedRenderTexture.Height), false);
            }
            var graphicsContext = androidGameView.GraphicsContext;

            ((AndroidGraphicsContext)graphicsContext).Swap();

            GraphicsDevice.End();
        }