public bool Frame() { // Do the input frame processing if Escapsewas pressed then Exit. if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Do the frame processing for the graphics object.Position if (!Graphics.Frame()) { return(false); } // Finally render the graphics to the screen. if (!Graphics.Render()) { return(false); } return(true); }
public bool Frame() { // Read the user input. if (!DApplication.Input.Frame() || DApplication.Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Do the frame processing for the application object. if (!DApplication.Frame(Timer.FrameTime)) { return(false); } return(true); }
public bool Frame() { // Check if the user pressed escape and wants to exit the application. if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Finally render the graphics to the screen. if (!Graphics.Frame()) { return(false); } // Finally render the graphics to the screen. if (!Graphics.Render()) { return(false); } return(true); }
public bool Frame() { // Read the user input. if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Do the frame input processing. if (!HandleInput(Timer.FrameTime)) { return(false); } // Get the view point position/rotation. // Do the frame processing for the graphics object. if (!Graphics.Frame(Position.PositionX, Position.PositionY, Position.PositionZ, Position.RotationX, Position.RotationY, Position.RotationZ, Timer.FrameTime)) { return(false); } return(true); }
public bool Frame() { // Do the input frame processing if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Do the frame processing for the graphics object. if (!Graphics.Frame()) { return(false); } return(true); }
public bool Frame() { // Check if the user pressed escape and wants to exit the application. if (!App.Input.Frame() || App.Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Do the frame processing for the applicatioin object. if (!App.Frame()) { return(false); } return(true); }
public bool Frame() { // Check if the user pressed escape and wants to exit the application. if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Performance Logging. Graphics.Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Graphics.Timer.FrameTime); if (Graphics.Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Do the frame processing for the graphics object.mouseX, mouseY, Input.PressedKeyss if (!Graphics.Frame()) { return(false); } // Finally render the graphics to the screen. mouseX, mouseY if (!Graphics.Render()) { return(false); } return(true); }
public bool Frame() { // Check if the user pressed escape and wants to exit the application. if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Set the frame time for calculating the updated position. Position.FrameTime = Timer.FrameTime; // Check if the left or right arrow key has been pressed, if so rotate the camera accordingly. bool keydown = Input.IsLeftArrowPressed(); Position.TurnLeft(keydown); keydown = Input.IsRightArrowPressed(); Position.TurnRight(keydown); keydown = Input.IsUpArrowPressed(); Position.LookUp(keydown); keydown = Input.IsDownArrowPressed(); Position.LookDown(keydown); // Do the frame processing for the graphics object. if (!Graphics.Frame(Position)) { return(false); } // Finally render the graphics to the screen. if (!Graphics.Render()) { return(false); } return(true); }
public bool Frame() { if (Input.IsKeyDown(Keys.Escape)) { return(false); } Graphics.Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Graphics.Timer.FrameTime); if (Graphics.Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } return(Graphics.Frame()); }
public bool Frame() { // Do the input frame processing if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } //// Set the frame time for calculating the updated position. Position.FrameTime = Timer.FrameTime; // Handle the input. bool keydown = Input.IsLeftArrowPressed(); Position.MoveLeft(keydown); keydown = Input.IsRightArrowPressed(); Position.MoveRight(keydown); // Get the view point position/rotation. SharpDX.Vector3 currentViewPort = new SharpDX.Vector3(Position.PositionX, Position.PositionY, Position.PositionZ); // Do the frame processing for the graphics object. if (!Graphics.Frame(currentViewPort.X, currentViewPort.Y, currentViewPort.Z)) { return(false); } return(true); }
public bool Frame() { // Check if the user pressed escape and wants to exit the application. if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // The following Rotates the entire scenes around the speakers. // Get current positions of each secondarySound in 3dSpace. SharpDX.Vector3 SoundBufferPosition = Sound._3DSecondarySoundBuffer.Position; // Create a reset Matreix in the o,o,o home position. SharpDX.Matrix rotationMatrix = SharpDX.Matrix.Identity; // Rotate it slightly. rotationMatrix = SharpDX.Matrix.RotationY(0.0002f); // And apply that rotation towards each coordinate for each secondarySoundBuffer being played in 3D space. SharpDX.Vector3 rotatedCoordinates = SharpDX.Vector3.TransformCoordinate(SoundBufferPosition, rotationMatrix); // And assign back the rotated coordinates to each Secondary Soundbuffer that will now been roated. Sound._3DSecondarySoundBuffer.Position = rotatedCoordinates; // Finally render the graphics to the screen. if (!Graphics.Render()) { return(false); } return(true); }
public bool Frame() { // Check if the user pressed escape and wants to exit the application. if (Input.IsKeyDown(Keys.Escape)) { return(false); } // Performance Logging. Graphics.Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Graphics.Timer.FrameTime); if (Graphics.Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Do the frame processing for the graphics object. return(Graphics.Frame()); }
public bool Frame() { // Read the user input. if (!Input.Frame() || Input.IsEscapePressed()) { return(false); } // Update the system stats. Timer.Frame2(); if (DPerfLogger.IsTimedTest) { DPerfLogger.Frame(Timer.FrameTime); if (Timer.CumulativeFrameTime >= DPerfLogger.TestTimeInSeconds * 1000) { return(false); } } // Do the frame input processing. if (!HandleMovementInput(Timer.FrameTime)) { return(false); } // Update the scene lighting. UpdateLighting(); // Render the graphics. if (!Render()) { return(false); } return(true); }