我用lwjgl3和opengl编写了几个java类,它们创建了一个红色的窗口,但是颜色实际上可能在红色和后面的代码之间摆动
这个窗口类在具有游戏循环的主类中用作对象
package engine.io.output;
import static org.lwjgl.glfw.GLFW.*;
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
import org.lwjgl.glfw.GLFWVidMode;
import org.lwjgl.opengl.*;
import engine.io.input.*;
public class Window {
public int width , height;
public String title;
long time;
int frames = 0;
private long window;
public KeyInput keyInputCallBack = new KeyInput();
MouseButtonInput mouseButtonInput = new MouseButtonInput();
MousePositionInput mPositionInput = new MousePositionInput();
public Window(int width , int height , String title) {
this.width = width;
this.height = height;
this.title = title;
}
public void create() {
time = System.currentTimeMillis();
if (!glfwInit()) {
System.err.println("Couldnt init");
System.exit(-1);
}
window = glfwCreateWindow(width, height, title,0, 0);
if (window == 0) {
System.err.println("cannot create window");
System.exit(-1);
}
GLFWVidMode vm = glfwGetVideoMode(glfwGetPrimaryMonitor());
int windowXPos = vm.width()/2 - width/2;
int windowYPos = vm.height()/2 - height/2;
glfwSetWindowPos(window, windowXPos,windowYPos);
addCallback(window);
glfwMakeContextCurrent(window);
GL.createCapabilities();
GL11.glClearColor(1.0f, 0.0f, 0.0f, 0.0f);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT |GL_DEPTH_BUFFER_BIT);
glfwShowWindow(window);
glfwSwapInterval(1);
}
private void addCallback(long window2) {
glfwSetKeyCallback(window,keyInputCallBack.getKeyCallback());
glfwSetMouseButtonCallback(window2, mouseButtonInput.getbuttonCallback());
glfwSetCursorPosCallback(window2, mPositionInput.getMousePositionCallback());
}
public void update() {
frames++;
if (System.currentTimeMillis() >= time + 1000) {
glfwSetWindowTitle(window,"fps is " + frames);
frames = 0;
time = System.currentTimeMillis();
}
glfwPollEvents();
}
public void render() {
glfwSwapBuffers(window);
}
public boolean shouldClose() {
return glfwWindowShouldClose(window);
}}
我怎样才能停止振荡
1条答案
按热度按时间2j4z5cfb1#
根据上面的注解,在您的原始代码中,在创建窗口时,似乎只清除一次,而通常情况下,每帧清除一次(我猜您看到的闪烁是由于多个帧缓冲区中只有一个被清除为红色,但这只是猜测。)
请注意,尽管在update()中清除(如上所述)可能会起作用,但这取决于环境的设置方式,render()函数可能更适合执行此操作。在调用update()时,上下文很可能是最新的,因此可以在那里进行渲染,但至少在概念上,最好将update逻辑和渲染保留在各自的专用函数中。