Example #1
0
func Vsync(enable bool) {
	if enable {
		C.SDL_GL_SetSwapInterval(1)
	} else {
		C.SDL_GL_SetSwapInterval(0)
	}
}
Example #2
0
// SetVerticalSync sets the vertical sync status
func (window *Screen) SetVerticalSync(enabled bool) {
	if enabled {
		C.SDL_GL_SetSwapInterval(1)
	} else {
		C.SDL_GL_SetSwapInterval(0)
	}
	window.vsync = enabled
}
Example #3
0
func GL_SetSwapInterval(vsync bool) error {
	var interval C.int
	if vsync {
		interval = 1
	}

	if C.SDL_GL_SetSwapInterval(interval) != 0 {
		return getError()
	}

	return nil
}
Example #4
0
// New returns a newly created Screen
func New(width int, height int, fullscreen bool, FSAA int, name string) *Screen {
	window := &Screen{}

	C.SDL_Init(C.SDL_INIT_VIDEO)
	C.setGlContextAttributes()

	C.SDL_GL_SetAttribute(C.SDL_GL_DOUBLEBUFFER, 1)

	// Force hardware accel
	C.SDL_GL_SetAttribute(C.SDL_GL_ACCELERATED_VISUAL, 1)

	if FSAA > 0 {
		// FSAA (Fullscreen antialiasing)
		C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLEBUFFERS, 1)
		C.SDL_GL_SetAttribute(C.SDL_GL_MULTISAMPLESAMPLES, C.int(FSAA)) // 2, 4, 8
	}

	flags := C.SDL_WINDOW_OPENGL | C.SDL_RENDERER_ACCELERATED
	if fullscreen {
		flags = flags | C.SDL_WINDOW_FULLSCREEN
	}

	C.SDL_CreateWindowAndRenderer(C.int(width), C.int(height), C.Uint32(flags), &window.sdlWindow, &window.renderer)
	C.SDL_SetWindowTitle(window.sdlWindow, C.CString(name))
	C.SDL_GL_CreateContext(window.sdlWindow)

	if err := gl.Init(); err != nil {
		panic(err)
	}
	version := gl.GoStr(gl.GetString(gl.VERSION))
	fmt.Println("OpenGL version", version)

	// Configure global settings
	gl.Enable(gl.BLEND)
	gl.BlendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)

	gl.ClearColor(0.0, 0.0, 0.0, 1.0)
	gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)

	window.Width = width
	window.Height = height
	window.name = name
	window.shouldClose = false
	C.SDL_GL_SwapWindow(window.sdlWindow)

	window.startTime = time.Now()
	window.frameTime = time.Now()
	C.SDL_GL_SetSwapInterval(1)
	window.vsync = true

	return window
}
Example #5
0
File: gl.go Project: henkman/Go2D
func GL_SetSwapInterval(_interval int) error {
	if C.SDL_GL_SetSwapInterval(C.int(_interval)) < 0 {
		return errors.New(GetError())
	}
	return nil
}
Example #6
0
func GL_SetSwapInterval(interval int) int {
	_interval := (C.int)(interval)
	return (int)(C.SDL_GL_SetSwapInterval(_interval))
}
Example #7
0
// GL_SetSwapInterval (https://wiki.libsdl.org/SDL_GL_SetSwapInterval)
func GL_SetSwapInterval(interval int) error {
	if C.SDL_GL_SetSwapInterval(C.int(interval)) != 0 {
		return GetError()
	}
	return nil
}
Example #8
0
func GL_SetSwapInterval(interval int) int {
	return int(C.SDL_GL_SetSwapInterval(C.int(interval)))
}