本文整理汇总了C++中refexport_t::BeginRegistration方法的典型用法代码示例。如果您正苦于以下问题:C++ refexport_t::BeginRegistration方法的具体用法?C++ refexport_t::BeginRegistration怎么用?C++ refexport_t::BeginRegistration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refexport_t
的用法示例。
在下文中一共展示了refexport_t::BeginRegistration方法的4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: CL_InitRenderer
/*
============
CL_InitRenderer
============
*/
void CL_InitRenderer( void ) {
// this sets up the renderer and calls R_Init
re.BeginRegistration( &cls.glconfig );
// load character sets
cls.charSetShader = re.RegisterShaderNoMip("gfx/2d/charsgrid_med");
cls.whiteShader = re.RegisterShader( "white" );
cls.consoleShader = re.RegisterShader( "console" );
g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2;
g_consoleField.widthInChars = g_console_field_width;
}
示例2: CL_StartHunkUsers
/*
============================
CL_StartHunkUsers
After the server has cleared the hunk, these will need to be restarted
This is the only place that any of these functions are called from
============================
*/
void CL_StartHunkUsers( void ) {
if ( !com_cl_running->integer ) {
return;
}
if ( !cls.rendererStarted ) {
#ifdef _XBOX
//if ((!com_sv_running->integer || com_errorEntered) && !vidRestartReloadMap)
//{
// // free up some memory
// extern void SV_ClearLastLevel(void);
// SV_ClearLastLevel();
//}
#endif
cls.rendererStarted = qtrue;
re.BeginRegistration( &cls.glconfig );
// load character sets
// cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" );
cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" );
cls.whiteShader = re.RegisterShader( "white" );
cls.consoleShader = re.RegisterShader( "console" );
g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2;
kg.g_consoleField.widthInChars = g_console_field_width;
}
if ( !cls.soundStarted ) {
cls.soundStarted = qtrue;
S_Init();
}
if ( !cls.soundRegistered ) {
cls.soundRegistered = qtrue;
S_BeginRegistration();
}
#if !defined (_XBOX) //i guess xbox doesn't want the ui loaded all the time?
//we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads
if ( !cls.uiStarted ) {
cls.uiStarted = qtrue;
CL_InitUI();
}
#endif
// if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) )
{
cls.cgameStarted = qtrue;
CL_InitCGame();
}
}
示例3: CL_StartHunkUsers
/*
============================
CL_StartHunkUsers
After the server has cleared the hunk, these will need to be restarted
This is the only place that any of these functions are called from
============================
*/
void CL_StartHunkUsers( void ) {
if ( !com_cl_running->integer ) {
return;
}
if ( !cls.rendererStarted ) {
cls.rendererStarted = qtrue;
re.BeginRegistration( &cls.glconfig );
// load character sets
// cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" );
cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" );
cls.whiteShader = re.RegisterShader( "white" );
cls.consoleShader = re.RegisterShader( "console" );
g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2;
kg.g_consoleField.widthInChars = g_console_field_width;
}
if ( !cls.soundStarted ) {
cls.soundStarted = qtrue;
S_Init();
}
if ( !cls.soundRegistered ) {
cls.soundRegistered = qtrue;
S_BeginRegistration();
}
//we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads
if ( !cls.uiStarted ) {
cls.uiStarted = qtrue;
CL_InitUI();
}
// if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) )
{
cls.cgameStarted = qtrue;
CL_InitCGame();
}
}
示例4: CL_StartHunkUsers
/*
============================
CL_StartHunkUsers
After the server has cleared the hunk, these will need to be restarted
This is the only place that any of these functions are called from
============================
*/
void CL_StartHunkUsers( void ) {
if ( !com_cl_running->integer ) {
return;
}
if ( !cls.rendererStarted ) {
#ifdef _XBOX
//if ((!com_sv_running->integer || com_errorEntered) && !vidRestartReloadMap)
//{
// // free up some memory
// extern void SV_ClearLastLevel(void);
// SV_ClearLastLevel();
//}
#endif
cls.rendererStarted = qtrue;
re.BeginRegistration( &cls.glconfig );
// load character sets
// cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/bigchars" );
cls.charSetShader = re.RegisterShaderNoMip( "gfx/2d/charsgrid_med" );
cls.whiteShader = re.RegisterShader( "white" );
cls.consoleShader = re.RegisterShader( "console" );
g_console_field_width = cls.glconfig.vidWidth / SMALLCHAR_WIDTH - 2;
kg.g_consoleField.widthInChars = g_console_field_width;
#ifndef _IMMERSION
//-------
// The latest Immersion Force Feedback system initializes here, not through
// win32 input system. Therefore, the window handle is valid :)
//-------
// now that the renderer has started up we know that the global hWnd is now valid,
// so we can now go ahead and (re)setup the input stuff that needs hWnds for DI...
// (especially Force feedback)...
//
static qboolean bOnceOnly = qfalse; // only do once, not every renderer re-start
if (!bOnceOnly)
{
bOnceOnly = qtrue;
extern void Sys_In_Restart_f( void );
Sys_In_Restart_f();
}
#ifdef _XBOX
if (vidRestartReloadMap)
{
int checksum;
CM_LoadMap(va("maps/%s.bsp", cl_mapname->string), qfalse, &checksum);
RE_LoadWorldMap(va("maps/%s.bsp", cl_mapname->string));
vidRestartReloadMap = qfalse;
}
#endif // _XBOX
#endif // _IMMERSION
}
if ( !cls.soundStarted ) {
cls.soundStarted = qtrue;
S_Init();
}
if ( !cls.soundRegistered ) {
cls.soundRegistered = qtrue;
S_BeginRegistration();
}
#ifdef _IMMERSION
if ( !cls.forceStarted ) {
cls.forceStarted = qtrue;
CL_InitFF();
}
#endif // _IMMERSION
#if !defined (_XBOX) //i guess xbox doesn't want the ui loaded all the time?
//we require the ui to be loaded here or else it crashes trying to access the ui on command line map loads
if ( !cls.uiStarted ) {
cls.uiStarted = qtrue;
CL_InitUI();
}
#endif
// if ( !cls.cgameStarted && cls.state > CA_CONNECTED && cls.state != CA_CINEMATIC ) {
if ( !cls.cgameStarted && cls.state > CA_CONNECTED && (cls.state != CA_CINEMATIC && !CL_IsRunningInGameCinematic()) )
{
cls.cgameStarted = qtrue;
CL_InitCGame();
}
}