Added GameWindow.SwapBuffers(). Fixed T02_Vertex_Array_Cube to 60Hz.

This commit is contained in:
the_fiddler 2007-09-23 12:37:07 +00:00
parent a696bbc765
commit 700393b688
2 changed files with 47 additions and 16 deletions

View file

@ -136,7 +136,7 @@ namespace Examples.Tutorial
/// </remarks>
public void Launch()
{
// Run the main loop calling UpdateFrame and RenderFrame 60 times per second.
// Lock UpdateFrame and RenderFrame at 60Hz.
Run(60.0, 60.0);
}

View file

@ -295,12 +295,40 @@ namespace OpenTK
#region public virtual void Run()
/// <summary>
/// Runs the default game loop on GameWindow at the maximum possible update and render speed.
/// Enters the game loop of GameWindow, updating and rendering at the maximum possible frequency.
/// </summary>
/// <see cref="public virtual void Run(float update_frequency, float render_frequency)"/>
public void Run()
{
Run(0.0, 0.0);
}
/// <summary>
/// Runs the default game loop on GameWindow at the specified update frequency, maintaining the
/// maximum possible render frequency.
/// </summary>
/// <see cref="public virtual void Run(double updateFrequency, double renderFrequency)"/>
public void Run(double updateFrequency)
{
Run(updateFrequency, 0.0);
}
/// <summary>
/// Runs the default game loop on GameWindow at the specified update and render frequency.
/// </summary>
/// <param name="updateFrequency">If greater than zero, indicates how many times UpdateFrame will be called per second. If less than or equal to zero, UpdateFrame is raised at maximum possible frequency.</param>
/// <param name="renderFrequency">If greater than zero, indicates how many times RenderFrame will be called per second. If less than or equal to zero, RenderFrame is raised at maximum possible frequency.</param>
/// <remarks>
/// <para>
/// A default game loop consists of three parts: Event processing,
/// a frame update and a frame render.
/// A default game loop consists of three parts: Event processing, frame updating and a frame rendering.
/// This function will try to maintain the requested updateFrequency at all costs, dropping the renderFrequency if
/// there is not enough CPU time.
/// </para>
/// <para>
/// It is recommended that you specify a target for update- and renderFrequency.
/// Doing so, will yield unused CPU time to other processes, dropping power consumption
/// and maximizing batter life. If either frequency is left unspecified, the GameWindow
/// will consume all available CPU time (only useful for benchmarks and stress tests).
/// </para>
/// <para>
/// Override this function if you want to change the behaviour of the
@ -309,18 +337,7 @@ namespace OpenTK
/// to Operating System events.
/// </para>
/// </remarks>
/// <see cref="public virtual void Run(float update_frequency, float render_frequency)"/>
public void Run()
{
Run(0.0f, 0.0f);
}
/// <summary>
/// Runs the default game loop on GameWindow at the specified update and render speed.
/// </summary>
/// <param name="update_frequency">Indicates how many times UpdateFrame will be called per second.</param>
/// <param name="render_frequency">Indicates how many times RenderFrame will be called per second.</param>
public virtual void Run(double update_frequency, double render_frequency)
public virtual void Run(double updateFrequency, double renderFrequency)
{
this.OnLoad(EventArgs.Empty);
resizeEventArgs.Width = this.Width;
@ -504,6 +521,20 @@ namespace OpenTK
#endregion
#region public void SwapBuffers()
/// <summary>
/// Swaps the front and back buffer, presenting the rendered scene to the user.
/// Only useful in double- or triple-buffered formats.
/// </summary>
/// <remarks>Calling this function is equivalent to calling Context.SwapBuffers()</remarks>
public void SwapBuffers()
{
Context.SwapBuffers();
}
#endregion
#region public bool IsExiting
/// <summary>