本文整理汇总了C++中WorldState::timeStep方法的典型用法代码示例。如果您正苦于以下问题:C++ WorldState::timeStep方法的具体用法?C++ WorldState::timeStep怎么用?C++ WorldState::timeStep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WorldState
的用法示例。
在下文中一共展示了WorldState::timeStep方法的3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: renderLoop
void renderLoop(sf::Window & window)
{
sf::Clock time;
WorldState state;
while (state.isRunning())
{
this->handleEvents(window, state);
state.timeStep( time.getElapsedTime().asSeconds() );
engine.display(state);
window.display();
}
window.close();
}
示例2: mode
GLBox()
{
//sf::err().rdbuf(NULL); //hide errors
#ifdef __APPLE__
//int nullFD = open("/dev/null", O_WRONLY);
//int oldFD = dup(2); // Duplicate the old file descriptor, so it can be restored
//dup2(nullFD, 2); // Redirect
#endif
sf::VideoMode mode(RESOLUTION, RESOLUTION, 32);
#ifdef __linux__
sf::ContextSettings settings(32, 0, 0, 3, 3);
#else
sf::ContextSettings settings(0, 0, 0, 3, 3);
#endif
sf::Window window(mode, "glver", sf::Style::Default, settings);
float ver = getVer();
#ifdef __APPLE__
//dup2(oldFD, 2); // Redirect back
//close(oldFD); // Not needed anymore
#endif
if( ver < 1.0f ) {
printf("OpenGL is not supported.\n");
exit(1);
}
printf("OpenGL version %.1f is supported.\n", ver);
sf::Clock time;
WorldState state;
graphicsInit();
while (state.isRunning())
{
this->handleEvents(window, state);
state.timeStep( time.getElapsedTime().asSeconds() );
display(state);
window.display();
}
window.close();
}
示例3:
Program4()
{
getWindowContext();
WorldState state;
render.init(state);
previousPos = glm::vec2(0);
buttonDown[0]=false;
buttonDown[1]=false;
buttonDown[2]=false;
sf::Clock c;
float lastFrame = c.restart().asSeconds();
float lastPrint = lastFrame;
float targetFrameTime = 1.0f/(float)TARGET_FPS;
while (state.isRunning())
{
App->setActive();
float currentTime = c.getElapsedTime().asSeconds();
float sinceLastFrame = currentTime - lastFrame;
float sleepTime = targetFrameTime - sinceLastFrame;
if(sleepTime > 0)
sf::sleep(sf::seconds(sleepTime));
currentTime = c.getElapsedTime().asSeconds();
lastFrame = currentTime;
float sinceLastPrint = currentTime - lastPrint;
handleEvents(state, render);
state.timeStep(currentTime);
if(sinceLastPrint > PRINT_FPS_INTERVAL) {
lastPrint = currentTime;
state.printFPS();
}
render.display(state);
App->display();
}
}