//Executed vsync times per second. protected override void OnRenderFrame(FrameEventArgs e) { time += e.Time; framesPerSecond++; if (time >= 1) { Title = $"{framesPerSecond}FPS - {1000 / (double)framesPerSecond}ms/f"; framesPerSecond = 0; time = 0; } EngineManager.OnUpdate((float)e.Time); GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); foreach (RenderBuffer buffer in RenderBufferManager.GetBuffers()) { buffer.Render(); } GL.Flush(); SwapBuffers(); base.OnRenderFrame(e); }
protected override void OnUpdateFrame(FrameEventArgs e) { //TODO Move into game Vector2 delta = lastMousePos - new Vector2(MouseState.X, MouseState.Y); lastMousePos = new Vector2(MouseState.X, MouseState.Y); Player.Instance.AddRotation(delta.X, delta.Y); DebugCamera.Instance.AddRotation(delta.X, delta.Y); InputManager.HandleInput(); EngineManager.OnTick((float)e.Time); base.OnUpdateFrame(e); }