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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Nytegard

OS X, NSSplitView, Resizing, and drawing issues

0 posts in this topic

OK, I've made a few changes but there's massive flickering on the reshape.  If I force a redraw without CVDisplayLinkIsRunning, everything draws correctly, but moving the splitter window and other resizes come to a crawl in speed.

 

 (NSOpenGLPixelFormat *) createPixelFormat
{
    NSOpenGLPixelFormatAttribute attr[] =
    {
        kCGLPFAAccelerated,
        kCGLPFADoubleBuffer,
        kCGLPFAColorSize, 32,
        kCGLPFADepthSize, 16,
        0
    };
    
    return [(NSOpenGLPixelFormat *)[NSOpenGLPixelFormat alloc]
            initWithAttributes:attr];
}


- (id)initWithFrame:(NSRect)frame
{
    NSOpenGLPixelFormat *pixelFormat;
    pixelFormat = [self createPixelFormat];
    self = [super initWithFrame:frame pixelFormat:pixelFormat];
    if (self)
    {
    }
    
    return self;
}

// This is the renderer output callback function
CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp* now, const CVTimeStamp* outputTime, CVOptionFlags flagsIn, CVOptionFlags* flagsOut, void* displayLinkContext)
{
    CVReturn result = [(__bridge OpenGLHelper*)displayLinkContext getFrameForTime:outputTime];
    return result;
}

- (CVReturn)getFrameForTime:(const CVTimeStamp*)outputTime
{
    @autoreleasepool
    {
        if ([self lockFocusIfCanDraw])
        {
            // Add your drawing codes here
            NSRect curFrame = [self frame];
            [self drawFrame: curFrame];
            [self unlockFocus];
        }
    }
    return kCVReturnSuccess;
}

- (void) prepareOpenGL
{
    [super prepareOpenGL];
    
    // Synchronize buffer swaps with vertical refresh rate
    GLint swapInt = 1;
    
    [[self openGLContext] makeCurrentContext];
    
    [[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval];
    
    CGLLockContext([[self openGLContext] CGLContextObj]);
    if (nil != m_RTextures)
	{
		[m_RTextures LoadTexture];
	}
    glEnable( GL_TEXTURE_2D );                // Enable texture mapping
    glShadeModel( GL_SMOOTH );                // Enable smooth shading
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_LINE_SMOOTH);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    
    CGLUnlockContext([[self openGLContext] CGLContextObj]);
    
    // Create a display link capable of being used with all active displays
    CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
    
    // Set the renderer output callback function
    CVDisplayLinkSetOutputCallback(displayLink, &MyDisplayLinkCallback, (__bridge void *)(self));
    
    // Set the display link for the current renderer
    CGLContextObj cglContext = [[self openGLContext] CGLContextObj];
    CGLPixelFormatObj cglPixelFormat = [[self pixelFormat] CGLPixelFormatObj];
    CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, cglContext, cglPixelFormat);
    
    // Activate the display link
    CVDisplayLinkStart(displayLink);
}

- (void) reshape
{
	//[super setFrameSize:newSize];
	NSRect rect;
    [super reshape];
    CGLLockContext([[self openGLContext] CGLContextObj]);
    
	[[self openGLContext] makeCurrentContext];
	[[self openGLContext] update];
	rect = [self bounds];
	glViewport(0, 0, rect.size.width, rect.size.height);
    
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0, rect.size.width, rect.size.height, 0, 0, 100.0f);
    
	CGLUnlockContext([[self openGLContext] CGLContextObj]);
    
    // Ignore if the display link is still running
    if (!CVDisplayLinkIsRunning(displayLink))
    {
        [self drawFrame:[self frame]];
    }
}

- (void)drawRect:(NSRect)dirtyRect
{
    // Ignore if the display link is still running
    if (!CVDisplayLinkIsRunning(displayLink))
    {
        [self drawFrame:dirtyRect];
    }
}

- (void) drawFrame:(NSRect)dirtyRect
{
    CGLLockContext([[self openGLContext] CGLContextObj]);
    
    [[self openGLContext] makeCurrentContext];
    
    glClearColor(0, 0, 0, 255);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    for(NSObject<GraphicsProtocol> *GraphicsObj in m_objectArray)
	{
		[GraphicsObj Render: dirtyRect];
	}

    CGLFlushDrawable([[self openGLContext] CGLContextObj]);
    
    CGLUnlockContext([[self openGLContext] CGLContextObj]);
}
Edited by Nytegard
0

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