#1 Members - Reputation: 122
Posted 29 January 2012 - 04:54 PM
i am a beginner in OpenGL, i am using TAO framework with C#,
i noticed that my render control stooped updating while re-sizing the window, i had overcome the problem of updating the content of the render control by calling the my game loop function in the event handler of the form re-size event
but the rotation still have some work it is still not updated till the re-sizing process stop
here is my code
void GameLoop(double elapsedTime)
{
Gl.glViewport(0, 0, _openGLControl.Width, _openGLControl.Height);
////////////////////
float r = Color.DarkBlue.R / 255.0f;
float g = Color.DarkBlue.G / 255.0f;
float b = Color.DarkBlue.B / 255.0f;
float a = Color.DarkBlue.A / 255.0f;
Gl.glClearColor(r, g, b, a);
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
Gl.glRotated(40 * elapsedTime, 0, 1, 0);
Gl.glBegin(Gl.GL_TRIANGLES);
{
Gl.glColor3d(1, 1, 0);
Gl.glVertex3d(-0.5,-0.5, 0);
Gl.glColor3d(0, 1, 1);
Gl.glVertex3d(0.5, -0.5, 0);
Gl.glColor3d(1, 0, 1);
Gl.glVertex3d(0, 0.5, 0);
}
Gl.glEnd();
Gl.glFinish();
_openGLControl.Refresh();
}
private void Form1_Resize(object sender, EventArgs e)
{
PreciseTimer _timer = new PreciseTimer();
GameLoop(_timer.GetElapsedTime());
}
#2 Crossbones+ - Reputation: 5144
Posted 30 January 2012 - 05:14 AM
Animate windows when minimizing and maximizing = Checked
L. Spiro
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
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#4 Crossbones+ - Reputation: 5144
Posted 30 January 2012 - 05:53 PM
The first thing I would try is forcing a repaint operation and making sure it actually gets handled (as I recall, OnPaint() being called manually won’t create an update unless some dirty flag is set etc.)
L. Spiro
I spent most of my life learning the courage it takes to go out and get what I want. Now that I have it, I am not sure exactly what it is that I want. - L. Spiro 2013
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums
#5 Members - Reputation: 122
Posted 31 January 2012 - 04:28 PM
protected override void OnPaint(PaintEventArgs e)
{
PreciseTimer _timer = new PreciseTimer();
GameLoop(_timer.GetElapsedTime());
}
still not working
i don't think this a C# issue,
even in NEHE legacy tutorial lesson 4 written in c++, the rotation is stop while window re-sizing and window moving
i don't know if this is an intrinsic property in windows or what
i still need help
#6 Crossbones+ - Reputation: 799
Posted 31 January 2012 - 09:58 PM
#7 Members - Reputation: 122
Posted 01 February 2012 - 06:37 PM
I'm pretty sure this is tied to the fact that you're doing your rendering in the main thread, which also handles the user interface. In Windows, sizing (and AFAIR also moving) are blocking calls, which means that you may need to set up a separate thread for rendering. Just remember to keep all of your GL code in one thread as the render context isn't (safely) shared across threads.
sounds good, i tried this
namespace GameLoop
{
public partial class Form1 : Form
{
FastLoop _fastLoop;
public Form1()
{
InitializeComponent();
_openGLControl.InitializeContexts();
backgroundWorker1.RunWorkerAsync();
}
void GameLoop(double elapsedTime)
{
Gl.glViewport(0, 0, _openGLControl.Width, _openGLControl.Height);
////////////////////
float r = Color.DarkBlue.R / 255.0f;
float g = Color.DarkBlue.G / 255.0f;
float b = Color.DarkBlue.B / 255.0f;
float a = Color.DarkBlue.A / 255.0f;
Gl.glClearColor(r, g, b, a);
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT);
//Gl.glPointSize(25.0f);
//Gl.glLineWidth(5.0f);
Gl.glRotated(40 * elapsedTime, 0, 1, 0);
Gl.glBegin(Gl.GL_TRIANGLES);
{
Gl.glColor3d(1, 1, 0);
Gl.glVertex3d(-0.5,-0.5, 0);
Gl.glColor3d(0, 1, 1);
Gl.glVertex3d(0.5, -0.5, 0);
Gl.glColor3d(1, 0, 1);
Gl.glVertex3d(0, 0.5, 0);
}
Gl.glEnd();
Gl.glFinish();
if (this._openGLControl.InvokeRequired)
{
this._openGLControl.Invoke(new Action(Refresh));
}
}
private void backgroundWorker1_DoWork(object sender, DoWorkEventArgs e)
{
_fastLoop = new FastLoop(GameLoop);
PreciseTimer _timer = new PreciseTimer();
GameLoop(_timer.GetElapsedTime());
}
}
}
it didn't work, more over, it sometimes make run time errors "access to protected memory"
?????????????????????






