Jump to content
  • Advertisement
Sign in to follow this  

Message Loop problem

This topic is 3514 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi, Since I'm new I need your help here with "Message loop". The exe uses 45-50% of processor when the codes written in 'C++', the main window is windowed and active though. Codes in 'C' gives me the desired result. I can't find out a valid reason. Codes: ... WinMain(.....) { MSG msg = {0}; .. .. //Message Loop while (WM_QUIT = msg.message) { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else if (bActive) { Render(); // for 'C' // pApp->Render(); // for 'C++' } return 0; } -------------------------------------------------------------------- class CSampleApp : public CDirect3D { .... .... }; CSampleApp* pApp = new CSampleApp(nwidth, nheight, nbpp, bwindowed); class CDirect3D { public: .... .... virtual void Render(); .... .... } void CSampleApp::Render() { ..... ..... m_pDevice->Clear(...); m_pDevice->BeginScene(...); m_pDevice->EndScene(...); m_pDevice->Present(...); } --------------------------------------------------------------------- Thanks.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!