Added constant and variable time-step update logic to GameWindow. Updated examples to use the new GameWindow UpdateFrame and RenderFrame events.
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bb2b3f8eae
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57b72e71e1
11 changed files with 114 additions and 45 deletions
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@ -87,7 +87,7 @@ namespace Examples.Tests
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GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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}
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public override void OnRenderFrame(EventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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base.OnRenderFrame(e);
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@ -30,7 +30,7 @@ namespace Examples.Tests
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}
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float[] proj = new float[16];
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public override void OnRenderFrame(EventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT);
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@ -51,7 +51,7 @@ namespace Examples.Tutorial
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/// will be notified of frame rendering events!
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/// </summary>
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/// <param name="e">Not used.</param>
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public override void OnRenderFrame(EventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT);
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@ -92,16 +92,8 @@ namespace Examples.Tutorial
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Fullscreen = !Fullscreen;
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}
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GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW);
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GL.LoadIdentity();
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Glu.LookAt(
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0.0, 5.0, 5.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0
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);
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GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
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angle += 180.0f * e.Time;
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//angle += 180.0f * (float)e.Time;
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angle += 3.0f;
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if (angle > 720.0f)
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angle -= 720.0f;
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}
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@ -113,21 +105,23 @@ namespace Examples.Tutorial
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/// <summary>
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/// Place your rendering code here.
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/// </summary>
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public override void OnRenderFrame(EventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
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unsafe
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{
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fixed (ushort* index_pointer = Shapes.Cube.Indices)
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{
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GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, Shapes.Cube.Indices.Length,
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GL.Enums.All.UNSIGNED_SHORT, index_pointer);
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}
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}
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GL.MatrixMode(GL.Enums.MatrixMode.MODELVIEW);
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GL.LoadIdentity();
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Glu.LookAt(
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0.0, 5.0, 5.0,
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0.0, 0.0, 0.0,
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0.0, 1.0, 0.0
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);
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GL.Rotate(angle, 0.0f, 1.0f, 0.0f);
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GL.DrawElements(GL.Enums.BeginMode.TRIANGLES, Shapes.Cube.Indices.Length,
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GL.Enums.All.UNSIGNED_SHORT, Shapes.Cube.Indices);
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Context.SwapBuffers();
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Thread.Sleep(0);
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}
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#endregion
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@ -142,7 +136,8 @@ namespace Examples.Tutorial
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/// </remarks>
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public void Launch()
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{
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Run();
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// Run the main loop calling UpdateFrame and RenderFrame 60 times per second.
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Run(60.0, 60.0);
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}
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#endregion
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@ -118,7 +118,7 @@ namespace Examples.Tutorial
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/// <summary>
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/// Place your rendering code here.
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/// </summary>
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public override void OnRenderFrame(EventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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GL.Clear(GL.Enums.ClearBufferMask.COLOR_BUFFER_BIT | GL.Enums.ClearBufferMask.DEPTH_BUFFER_BIT);
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@ -137,7 +137,7 @@ namespace Examples.Tutorial
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#region OnRenderFrame
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public override void OnRenderFrame(EventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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base.OnRenderFrame(e);
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@ -153,7 +153,7 @@ namespace Examples.Tutorial
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#region OnRenderFrame
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public override void OnRenderFrame(EventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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base.OnRenderFrame(e);
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@ -172,7 +172,7 @@ namespace Examples.Tutorial
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#region OnRenderFrame
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public override void OnRenderFrame(EventArgs e)
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public override void OnRenderFrame(RenderFrameEventArgs e)
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{
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base.OnRenderFrame(e);
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@ -29,6 +29,8 @@ namespace OpenTK
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private bool isExiting;
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private bool disposed;
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private double updateTime, renderTime, eventTime, frameTime;
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#endregion
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#region --- Contructors ---
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@ -293,7 +295,7 @@ namespace OpenTK
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#region public virtual void Run()
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/// <summary>
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/// Runs the default game loop on GameWindow (process event->update frame->render frame).
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/// Runs the default game loop on GameWindow at the maximum possible update and render speed.
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/// </summary>
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/// <remarks>
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/// <para>
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@ -307,7 +309,18 @@ namespace OpenTK
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/// to Operating System events.
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/// </para>
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/// </remarks>
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public virtual void Run()
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/// <see cref="public virtual void Run(float update_frequency, float render_frequency)"/>
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public void Run()
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{
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Run(0.0f, 0.0f);
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}
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/// <summary>
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/// Runs the default game loop on GameWindow at the specified update and render speed.
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/// </summary>
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/// <param name="update_frequency">Indicates how many times UpdateFrame will be called per second.</param>
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/// <param name="render_frequency">Indicates how many times RenderFrame will be called per second.</param>
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public virtual void Run(double update_frequency, double render_frequency)
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{
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this.OnLoad(EventArgs.Empty);
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resizeEventArgs.Width = this.Width;
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@ -316,20 +329,65 @@ namespace OpenTK
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Debug.Print("Entering main loop");
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System.Diagnostics.Stopwatch watch = new Stopwatch();
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watch.Reset();
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Stopwatch watch = new Stopwatch();
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UpdateFrameEventArgs updateArgs = new UpdateFrameEventArgs();
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RenderFrameEventArgs renderArgs = new RenderFrameEventArgs();
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double update_target = 0.0, render_target = 0.0, next_update = 0.0, next_render = 0.0;
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double time, total_time;
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if (update_frequency > 0.0)
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{
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next_update = update_target = 1.0 / update_frequency;
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}
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if (render_frequency > 0.0)
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{
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next_render = render_target = 1.0 / render_frequency;
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}
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while (this.Exists && !IsExiting)
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{
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total_time = frameTime = watch.Elapsed.TotalSeconds;
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if (total_time > 0.1)
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total_time = 0.1;
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updateArgs.Time = renderArgs.Time = total_time;
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watch.Reset();
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watch.Start();
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time = watch.Elapsed.TotalSeconds;
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this.ProcessEvents();
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eventTime = watch.Elapsed.TotalSeconds - time;
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if (!IsExiting)
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{
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updateArgs.Time = watch.ElapsedMilliseconds / 1000.0f;
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watch.Reset();
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watch.Start();
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this.OnUpdateFrame(updateArgs);
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this.OnRenderFrame(EventArgs.Empty);
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time = watch.Elapsed.TotalSeconds;
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next_update -= (total_time + time);
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while (next_update <= 0.0)
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{
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updateArgs.Time += watch.Elapsed.TotalSeconds;
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this.OnUpdateFrame(updateArgs);
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if (update_target == 0.0)
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break;
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next_update += update_target;
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}
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updateTime = watch.Elapsed.TotalSeconds - time;
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time = watch.Elapsed.TotalSeconds;
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next_render -= (total_time + time);
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if (next_render <= 0.0)
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{
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renderArgs.Time += time;
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this.OnRenderFrame(renderArgs);
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next_render += render_target;
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}
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renderTime = watch.Elapsed.TotalSeconds - time;
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if (renderTime < render_target && updateTime < update_target)
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{
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Thread.Sleep((int)(1000.0 * System.Math.Min(
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render_target - renderTime, update_target - updateTime)));
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}
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}
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}
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@ -367,7 +425,7 @@ namespace OpenTK
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#endregion
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#region public virtual void OnRenderFrame(EventArgs e)
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#region public virtual void OnRenderFrame(RenderFrameEventArgs e)
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/// <summary>
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/// Raises the RenderFrame event. Override in derived classes to render a frame.
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@ -376,7 +434,7 @@ namespace OpenTK
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/// If overriden, the base.OnRenderFrame() function should be called, to ensure
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/// listeners are notified of RenderFrame events.
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/// </remarks>
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public virtual void OnRenderFrame(EventArgs e)
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public virtual void OnRenderFrame(RenderFrameEventArgs e)
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{
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if (!this.Exists && !this.IsExiting)
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{
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@ -626,12 +684,26 @@ namespace OpenTK
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public class UpdateFrameEventArgs : EventArgs
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{
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private float time;
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private double time;
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/// <summary>
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/// Gets the Time elapsed between frame updates, in seconds.
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/// </summary>
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public float Time
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public double Time
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{
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get { return time; }
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internal set { time = value; }
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}
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}
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public class RenderFrameEventArgs : EventArgs
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{
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private double time;
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/// <summary>
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/// Gets the Time elapsed between frame updates, in seconds.
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/// </summary>
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public double Time
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{
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get { return time; }
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internal set { time = value; }
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@ -62,12 +62,12 @@ namespace OpenTK.Platform
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void CreateContext(bool direct, IGLContext source);
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/// <summary>
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/// Swaps buffers on a context. This presents the rendered scene to the user.
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/// Swaps buffers, presenting the rendered scene to the user.
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/// </summary>
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void SwapBuffers();
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/// <summary>
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/// Makes this context the current rendering target.
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/// Makes the Context current in the calling thread, i.e. future OpenGL commands will affect this Context.
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/// </summary>
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void MakeCurrent();
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@ -14,11 +14,13 @@ namespace OpenTK.Platform
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{
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void Run();
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void OnRenderFrame(EventArgs e);
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void OnRenderFrame(RenderFrameEventArgs e);
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void OnUpdateFrame(UpdateFrameEventArgs e);
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void OnLoad(EventArgs e);
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void Exit();
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void SwapBuffers();
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event UpdateFrameEvent UpdateFrame;
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event RenderFrameEvent RenderFrame;
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event LoadEvent Load;
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}
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public delegate void UpdateFrameEvent(object sender, UpdateFrameEventArgs e);
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public delegate void RenderFrameEvent(object sender, EventArgs e);
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public delegate void RenderFrameEvent(object sender, RenderFrameEventArgs e);
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public delegate void LoadEvent(object sender, EventArgs e);
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}
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