本文整理汇总了C++中GraphicsScene::GetSceneBufferedDrawer方法的典型用法代码示例。如果您正苦于以下问题:C++ GraphicsScene::GetSceneBufferedDrawer方法的具体用法?C++ GraphicsScene::GetSceneBufferedDrawer怎么用?C++ GraphicsScene::GetSceneBufferedDrawer使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GraphicsScene
的用法示例。
在下文中一共展示了GraphicsScene::GetSceneBufferedDrawer方法的1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: _tWinMain
//.........这里部分代码省略.........
static_cast< float32_t >( displayWidth ) / static_cast< float32_t >( displayHeight );
RSurface* pDepthStencilSurface = rRenderResourceManager.GetDepthStencilSurface();
HELIUM_ASSERT( pDepthStencilSurface );
pMainSceneView = pGraphicsScene->GetSceneView( mainSceneViewId );
HELIUM_ASSERT( pMainSceneView );
pMainSceneView->SetRenderContext( spMainRenderContext );
pMainSceneView->SetDepthStencilSurface( pDepthStencilSurface );
pMainSceneView->SetAspectRatio( aspectRatio );
pMainSceneView->SetViewport( 0, 0, displayWidth, displayHeight );
pMainSceneView->SetClearColor( Color( 0x00202020 ) );
//spMainCamera->SetSceneViewId( mainSceneViewId );
#if MULTI_WINDOW
uint32_t subSceneViewId = pGraphicsScene->AllocateSceneView();
if( IsValid( subSceneViewId ) )
{
GraphicsSceneView* pSubSceneView = pGraphicsScene->GetSceneView( subSceneViewId );
HELIUM_ASSERT( pSubSceneView );
pSubSceneView->SetRenderContext( spSubRenderContext );
pSubSceneView->SetDepthStencilSurface( pDepthStencilSurface );
pSubSceneView->SetAspectRatio( aspectRatio );
pSubSceneView->SetViewport( 0, 0, displayWidth, displayHeight );
pSubSceneView->SetClearColor( Color( 0x00202020 ) );
//spSubCamera->SetSceneViewId( subSceneViewId );
}
#endif
}
#if !HELIUM_RELEASE && !HELIUM_PROFILE
BufferedDrawer& rSceneDrawer = pGraphicsScene->GetSceneBufferedDrawer();
rSceneDrawer.DrawScreenText(
20,
20,
String( TXT( "CACHING" ) ),
Color( 0xff00ff00 ),
RenderResourceManager::DEBUG_FONT_SIZE_LARGE );
rSceneDrawer.DrawScreenText(
21,
20,
String( TXT( "CACHING" ) ),
Color( 0xff00ff00 ),
RenderResourceManager::DEBUG_FONT_SIZE_LARGE );
//rSceneDrawer.Draw
//Helium::DynamicDrawer &drawer = DynamicDrawer::GetStaticInstance();
//drawer.
#endif
}
rWorldManager.Update();
float time = 0.0f;
#if MULTI_WINDOW
spSubRenderContext.Release();
#endif
spMainRenderContext.Release();
Helium::StrongPtr<Helium::Texture2d> texture;
gAssetLoader->LoadObject( AssetPath( TXT( "/Textures:Triangle.png" ) ), texture);