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Where must i put the Render() funtion?

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LOL...

you could put the render function in the wm_paint section and call it from there, or set up a timer and call it in the wm_timer, or call it up in the peek message/translate message thing, again using a custom timer/function call.

kind of paracoded below, the if peek might need to be while peek..

while(1) {
qtimer = diffTime; (current_time - last time called)
if (peekmessage(..)) {
"" ""
"" ""
else
if qtimer>==n_intervals (interval you want render to be called at)
Render();
}
}
return 0;
}

hope that helps..

I fseek, therefore I fam.

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i did This... is it correct???


while(msg.message != WM_QUIT)
{
bGotMessage = PeekMessage(&msg,NULL,0U,0U,PM_REMOVE);
if(bGotMessage)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
Render();
}
else
{
Render();
}
}

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you are calling Render() twice..


/* Run the message loop. It will run until GetMessage() returns 0 */
while (bRun) {
if (PeekMessage (&messages, NULL, 0, 0, PM_REMOVE))
{
if (messages.message == WM_QUIT) break;
/* Translate virtual-key messages into character messages */
TranslateMessage(&messages);
/* Send message to WindowProcedure */
DispatchMessage(&messages);
}
else { while (!list.event());
Render();
}
}
COMMAND.CleanUp();
/* The program return-value is 0 - The value that PostQuitMessage() gave */
return messages.wParam;
}


list.event() loops until timer interval is met

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it renders also when i have an input... is that bad?

Whend i tried to use the WM_PAIN it works only when i resize the window or i move it, when the window is stopped it doesn''t go to the WM_PAIN section

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You could also try

InvalidateRect(hwnd, NULL, NULL)

which will tell your window to invalidate itself, and will have windows schedule a WM_PAINT message in your queue, then you can render within the WM_PAINT handler. You call InvalidateRect whenever something will change on your screen. (For instance in your WM_CHAR handler, or maybe when some timer fires).

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Yes that's right, SDK samples/tutorials are the best way to
start. But just in case you want it, I'm showin' you some of
the stuff I do in my loop after creatin' a window for renderin':
(Note that this, however, is a very simplified way of doin' it,
there are still things like check for device lost in between.
Check CD3DApplication::Run() for more sophisticated way of
doin' things)


while(TRUE)
{
bGotMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);

// Error condition.

if(bGotMessage == -1)
break;

if(bGotMessage != FALSE)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}

else
Render();
}



That's to say, when there's any message in the message queue,
it's best to give them a chance to get processed. If there
isn't any message to be processed, then carry on with the
renderin' by callin' Render().

For the WM_PAINT part... I think it's comparatively lower
priority message in Windows, so it's likely to get sent down to
your application slower even if it's in the queue. So don't do
it there.







[edited by - HaywireGuy on June 5, 2003 1:36:50 PM]

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