public void ProcessTick() { float deltaTime = m_dtStopwatch.ElapsedMilliseconds / 1000f; m_dtStopwatch.Restart(); UpdateSceneViews(); m_persistentLines.Tick(deltaTime); if (m_currentMap != null) { m_currentMap.Tick(deltaTime); } foreach (WSceneView view in m_sceneViews) { view.UpdateSceneCamera(deltaTime); view.StartFrame(); // Iterate through all of the things that need to be added to the viewport and call AddToRenderer on them. if (m_currentMap != null) { m_currentMap.AddToRenderer(view); } // Add our Actor Editor and Persistent Lines. m_actorEditor.UpdateForSceneView(view); m_persistentLines.AddToRenderer(view); view.DrawFrame(); } }
public void ProcessTick() { float deltaTime = m_dtStopwatch.ElapsedMilliseconds / 1000f; m_dtStopwatch.Restart(); UpdateSceneViews(); m_persistentLines.Tick(deltaTime); m_persistentQuads.Tick(deltaTime); if (m_currentMap != null) { m_currentMap.Tick(deltaTime); } foreach (WSceneView view in m_sceneViews) { view.UpdateSceneCamera(deltaTime); if (Map != null) { foreach (WScene scene in Map.SceneList) { foreach (WDOMNode node in scene.Children) { if (node.GetType() == typeof(WSkyboxNode)) { var sky = node as WSkyboxNode; sky.UpdatePosition(view.ViewCamera.Transform.Position); } } } } view.StartFrame(); // Iterate through all of the things that need to be added to the viewport and call AddToRenderer on them. if (m_currentMap != null) { m_CurrentMode.FilterSceneForRenderer(view, this); } // Add our Actor Editor and Persistent Lines. m_CurrentMode.Update(view); m_persistentLines.AddToRenderer(view); m_persistentQuads.AddToRenderer(view); view.DrawFrame(); } }