本文整理汇总了C++中util::Reference::display方法的典型用法代码示例。如果您正苦于以下问题:C++ Reference::display方法的具体用法?C++ Reference::display怎么用?C++ Reference::display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util::Reference
的用法示例。
在下文中一共展示了Reference::display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: test_large_scene
//.........这里部分代码省略.........
camNode->moveRel(Geometry::Vec3(0, 4, 10));
camera->addChild(camNode);
camera->addChild(schwein);
schwein->moveRel(Geometry::Vec3(0, 0, 0));
schwein->rotateLocal_deg(180, Geometry::Vec3(0, 1, 0));
LightNode * myHeadLight = LightNode::createPointLight();
myHeadLight->scale(1);
myHeadLight->moveRel(Geometry::Vec3(0, 0, 0));
camera->addChild(myHeadLight);
LightingState * lightState = new LightingState;
lightState->setLight(myHeadLight);
root->addState(lightState);
root->addChild(camera);
/// Eventhandler
MoveNodeHandler * eh = new MoveNodeHandler();
MoveNodeHandler::initClaudius(eh, camera);
// ---------------------------------------------------------------------------------------------
Rendering::RenderingContext::clearScreen(Util::Color4f(0.5f, 0.5f, 0.5f, 0.5f));
// ----
GET_GL_ERROR();
uint32_t fpsFrameCounter = 0;
Util::Timer fpsTimer;
std::cout << "\nEntering main loop...\n";
// program main loop
bool done = false;
while (!done) {
++fpsFrameCounter;
double seconds = fpsTimer.getSeconds();
if (seconds > 1.0) {
double fps = static_cast<double> (fpsFrameCounter) / seconds;
std::cout << "\r " << fps << " fps ";
std::cout.flush();
fpsTimer.reset();
fpsFrameCounter = 0;
}
// message processing loop
eventContext.getEventQueue().process();
while (eventContext.getEventQueue().getNumEventsAvailable() > 0) {
Util::UI::Event event = eventContext.getEventQueue().popEvent();
// check for messages
switch (event.type) {
// exit if the window is closed
case Util::UI::EVENT_QUIT:
done = true;
break;
// check for keypresses
case Util::UI::EVENT_KEYBOARD: {
if(event.keyboard.pressed && event.keyboard.key == Util::UI::KEY_ESCAPE) {
done = true;
}
break;
}
} // end switch
} // end of message processing
// apply translation
eh->execute();
// clear screen
Rendering::RenderingContext::clearScreen(Util::Color4f(0.0f, 0.0f, 0.0f, 1.0f));
// enable Camera
fc.setCamera(camNode);
// render Scene
root->display(fc, renderingFlags);
window->swapBuffers();
GET_GL_ERROR();
} // end main loop
// destroy scene graph
MinSG::destroy(root.get());
root = nullptr;
// all is well ;)
std::cout << "Exited cleanly\n";
//system("pause");
return EXIT_SUCCESS;
}