本文整理汇总了C++中WindowPtr::activate方法的典型用法代码示例。如果您正苦于以下问题:C++ WindowPtr::activate方法的具体用法?C++ WindowPtr::activate怎么用?C++ WindowPtr::activate使用的例子?那么恭喜您, 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WindowPtr
的用法示例。
在下文中一共展示了WindowPtr::activate方法的2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: display
// redraw the window
void display(void)
{
WindowPtr win = mgr->getWindow();
//mgr->redraw();
win->activate();
win->frameInit();
//RenderAction *rAct = (RenderAction*)mgr->getAction();
if (multipass)
{
RenderAction *rAct = RenderAction::create();
fbo_vp->setParent(win);
rAct->setWindow(get_pointer(win));
fbo_vp->render(rAct);
fbo_vp->setParent(NullFC);
delete rAct;
//multipass = false;
}
win->getPort(0)->render(dynamic_cast<RenderAction *>(mgr->getAction()));
//win->renderAllViewports(rAct);
win->swap();
win->frameExit();
win->deactivate();
}
示例2: determinePerformance
/** get graphics performance
*
* This is a rough estimation of rendering costst for visible faces,
* faces outside of the viewport and size dependent rendering costs.
* <pre>
* // face cost calculation
* cost = invisible * invisibleFaceCost +
* max( visible * visibleFaceCost +
* pixel * pixelCost)
* </pre>
*
**/
void RenderNode::determinePerformance( WindowPtr &window )
{
int c;
double faces=0;
double A,B,C;
double t;
setVendor((const char*)glGetString(GL_VENDOR));
setRenderer((const char*)glGetString(GL_RENDERER));
// try to find precalculated values
for(c=0;_prefefined[c]!=NULL;++c)
{
if(_prefefined[c]->getVendor() == getVendor() &&
_prefefined[c]->getRenderer() == getRenderer())
{
SLOG << "Predefined performance values used." << endl;
*this=*_prefefined[c];
return;
}
}
SLOG << "Start rendering benchmark" << endl;
window->activate();
// create display list
GLuint dList1 = glGenLists(1);
glNewList(dList1, GL_COMPILE);
float step = .1;
int count = 400;
for(float y=0;y<(1-step/2);y+=step)
{
glBegin(GL_TRIANGLE_STRIP);
glVertex3f(0,y ,-1);
glVertex3f(0,y+step,-1);
for(float x=step;x<(1+step/2);x+=step)
{
glVertex3f(x,y ,-1);
glVertex3f(x,y+step,-1);
faces+=2;
}
glEnd();
}
glEndList();
glFinish();
GLuint dList2 = glGenLists(1);
glNewList(dList2, GL_COMPILE);
for(c=0;c<count;++c)
{
glCallList(dList1);
}
glEndList();
glFlush();
t=runFaceBench(dList2,128,128,1.0);
count=(int)(count/t);
glNewList(dList2, GL_COMPILE);
for(c=0;c<count;++c)
{
glCallList(dList1);
}
glEndList();
runFaceBench(dList2,1,1,1.0);
glFinish();
Real32 aSize=2;
Real32 bSize=2;
Real32 cSize=128;
do
{
for(A=0,c=0;A<1.0;++c)
{
A += runFaceBench(dList2,aSize,aSize,1.000);
}
A/=c*count;
for(B=0,c=0;B<1.0;++c)
{
B += runFaceBench(dList2,bSize,bSize,0.001);
}
B/=c*count;
C = runFaceBench(dList2,cSize,cSize,1.000)/count;
} while(A>C);
_visibleFaceCost =A/faces;
_invisibleFaceCost =B/faces;
_drawPixelCost =C/(cSize*cSize);
glViewport(0, 0, window->getWidth(), window->getHeight());
UInt32 width,height;
//.........这里部分代码省略.........