本文整理汇总了C++中renderme函数的典型用法代码示例。如果您正苦于以下问题:C++ renderme函数的具体用法?C++ renderme怎么用?C++ renderme使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了renderme函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: glClear
void ConcaveConvexcastDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
convexcastBatch.draw ();
glFlush();
glutSwapBuffers();
}
示例2: glClear
void BasicDemo::clientMoveAndDisplay() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//cdn->update();
_app->processEvents();
renderme();
glFlush();
swapBuffers();
}
示例3: glClear
void DefracDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
glFlush();
glutSwapBuffers();
}
示例4: renderme
void BasicDemo::displayCallback(void) {
renderme();
//optional but useful: debug drawing to detect problems
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
swapBuffers();
}
示例5: glClear
void RagdollDemo::displayCallback() {
#ifdef GRAPHICS
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
//optional but useful: debug drawing
if (m_dynamicsWorld) {
m_dynamicsWorld->debugDrawWorld();
}
glFlush();
glutSwapBuffers();
#endif
}
示例6: glClear
void MotorDemo::displayCallback()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
renderme();
glFlush();
glutSwapBuffers();
}
示例7: glClear
void ArtificialBirdsDemoApp::displayCallback()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
//optional but useful: debug drawing
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
glFlush();
glutSwapBuffers();
}
示例8: glClear
void BasicDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
//optional but useful: debug drawing to detect problems
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
glFlush();
swapBuffers();
}
示例9: glClear
void ForkLiftDemo::displayCallback(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
//optional but useful: debug drawing
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
glFlush();
glutSwapBuffers();
}
示例10: glClear
void SimulationVisual::displayCallback()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
//optional but useful: debug drawing
if (Simulation::m_dynamicsWorld)
Simulation::m_dynamicsWorld->debugDrawWorld();
glFlush();
glutSwapBuffers();
}
示例11: glClear
void BulletOpenGLViewer::displayCallback()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_dynamicsWorld)
{
m_dynamicsWorld->debugDrawWorld();
}
renderme();
glFlush();
swapBuffers();
}
示例12: glClear
void ConvexDecompositionDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
renderme();
glFlush();
swapBuffers();
}
示例13: glClear
void ConstraintDemo::displayCallback(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (m_dynamicsWorld)
m_dynamicsWorld->debugDrawWorld();
// drawLimit();
renderme();
glFlush();
swapBuffers();
}
示例14: simulationLoopStep
/** Main simulation function for a simulation that has to be rendered.
* fixed: value determining if the stepsize is fixed to the default or set depending on the current framerate
* hDC: frame buffer to switch the rendering buffer into
**/
bool Physics::clientMoveAndDisplay(boolean fixed, HDC hDC){
unsigned long tmplast=m_clock.getTimeMicroseconds();
unsigned long ms = tmplast-last;
last=tmplast;
time+=ms;
timeBehind+=ms;
//printf("time %lu\n",timeBehind);
if(fixed){
//printf("%f %f\n",timeBehind, ms);
//printf("%f\n",timeBehind);
if(timeBehind>1000){
static int update=20;
//printf("-");
simulationLoopStep(1 / 1000.f);
timeBehind-=1000;
if(update<15){
update++;
return false;
}
update=0;
//printf(".");
}else{
return false;
}
}else{
simulationLoopStep(ms / 1000000.f); //normal speed
//simulationLoopStep(ms / 100000000.f); //slow-mode
timeBehind=0;
}
frameRate=1000000./((double)time)+0.5;
time=0;
pointCamera();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_dynamicsWorld->debugDrawWorld();
renderme();
glFlush();
SwapBuffers( hDC );
return true;
}
示例15: glClear
void tgSimViewGraphics::displayCallback()
{
if (isInitialzed())
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
renderme();
// optional but useful: debug drawing to detect problems
if (m_dynamicsWorld)
{
m_dynamicsWorld->debugDrawWorld();
}
glFlush();
swapBuffers();
}
}