SFML.Window.Window.SetVerticalSyncEnabled C# (CSharp) Метод

SetVerticalSyncEnabled() публичный Метод

Enable / disable vertical synchronization
public SetVerticalSyncEnabled ( bool enable ) : void
enable bool True to enable v-sync, false to deactivate
Результат void
        public virtual void SetVerticalSyncEnabled(bool enable)
        {
            sfWindow_setVerticalSyncEnabled(CPointer, enable);
        }

Usage Example

Пример #1
0
        /// <summary>
        /// The main entry point for the application.
        /// </summary>
        static void Main()
        {
            // Create the main window
            Window window = new Window(new VideoMode(640, 480, 32), "SFML.Net Window", Styles.Default, new ContextSettings(32, 0));
            window.SetVerticalSyncEnabled(true);

            // Setup event handlers
            window.Closed     += new EventHandler(OnClosed);
            window.KeyPressed += new EventHandler<KeyEventArgs>(OnKeyPressed);
            window.Resized    += new EventHandler<SizeEventArgs>(OnResized);

            // Set the color and depth clear values
            Gl.glClearDepth(1.0F);
            Gl.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);

            // Enable Z-buffer read and write
            Gl.glEnable(Gl.GL_DEPTH_TEST);
            Gl.glDepthMask(Gl.GL_TRUE);

            // Setup a perspective projection
            Gl.glMatrixMode(Gl.GL_PROJECTION);
            Gl.glLoadIdentity();
            Glu.gluPerspective(90.0F, 1.0F, 1.0F, 500.0F);

            int startTime = Environment.TickCount;

            // Start the game loop
            while (window.IsOpen())
            {
                // Process events
                window.DispatchEvents();

                // Activate the window before using OpenGL commands.
                // This is useless here because we have only one window which is
                // always the active one, but don't forget it if you use multiple windows
                window.SetActive();

                // Clear color and depth buffer
                Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);

                // Apply some transformations
                float time = (Environment.TickCount - startTime) / 1000.0F;
                Gl.glMatrixMode(Gl.GL_MODELVIEW);
                Gl.glLoadIdentity();
                Gl.glTranslatef(0.0F, 0.0F, -200.0F);
                Gl.glRotatef(time * 50, 1.0F, 0.0F, 0.0F);
                Gl.glRotatef(time * 30, 0.0F, 1.0F, 0.0F);
                Gl.glRotatef(time * 90, 0.0F, 0.0F, 1.0F);

                // Draw a cube
                Gl.glBegin(Gl.GL_QUADS);

                    Gl.glColor3f(1.0F, 0.0F, 0.0F);
                    Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f(-50.0F,  50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F,  50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, -50.0F, -50.0F);

                    Gl.glColor3f(1.0F, 0.0F, 0.0F);
                    Gl.glVertex3f(-50.0F, -50.0F, 50.0F);
                    Gl.glVertex3f(-50.0F,  50.0F, 50.0F);
                    Gl.glVertex3f( 50.0F,  50.0F, 50.0F);
                    Gl.glVertex3f( 50.0F, -50.0F, 50.0F);

                    Gl.glColor3f(0.0F, 1.0F, 0.0F);
                    Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f(-50.0F,  50.0F, -50.0F);
                    Gl.glVertex3f(-50.0F,  50.0F,  50.0F);
                    Gl.glVertex3f(-50.0F, -50.0F,  50.0F);

                    Gl.glColor3f(0.0F, 1.0F, 0.0F);
                    Gl.glVertex3f(50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f(50.0F,  50.0F, -50.0F);
                    Gl.glVertex3f(50.0F,  50.0F,  50.0F);
                    Gl.glVertex3f(50.0F, -50.0F,  50.0F);

                    Gl.glColor3f(0.0F, 0.0F, 1.0F);
                    Gl.glVertex3f(-50.0F, -50.0F,  50.0F);
                    Gl.glVertex3f(-50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, -50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, -50.0F,  50.0F);

                    Gl.glColor3f(0.0F, 0.0F, 1.0F);
                    Gl.glVertex3f(-50.0F, 50.0F,  50.0F);
                    Gl.glVertex3f(-50.0F, 50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, 50.0F, -50.0F);
                    Gl.glVertex3f( 50.0F, 50.0F,  50.0F);

                Gl.glEnd();

                // Finally, display the rendered frame on screen
                window.Display();
            }
        }