func (c *runContext) render(g GraphicsContext) error { fps := c.fps n := now() defer func() { // Calc the current FPS. if time.Second > time.Duration(n-c.lastFPSUpdated) { return } currentFPS := float64(c.frames) * float64(time.Second) / float64(n-c.lastFPSUpdated) c.updateFPS(currentFPS) c.lastFPSUpdated = n c.frames = 0 }() // If lastUpdated is too old, we assume that screen is not shown. if 10*int64(time.Second)/int64(fps) < n-c.lastUpdated { c.lastUpdated = n return nil } // Note that generally t is a little different from 1/60[sec]. t := n - c.lastUpdated tt := int(t * int64(fps) / int64(time.Second)) // As t is not accurate 1/60[sec], errors are accumulated. // To make the FPS stable, set tt 1 if t is a little less than 1/60[sec]. if tt == 0 && (int64(time.Second)/int64(fps)-int64(5*time.Millisecond)) < t { tt = 1 } if err := g.UpdateAndDraw(ui.GLContext(), tt); err != nil { return err } c.lastUpdated += int64(tt) * int64(time.Second) / int64(fps) c.frames++ return nil }
func (c *graphicsContext) GLContext() *opengl.Context { if atomic.LoadInt32(&c.initialized) == 0 { return nil } return ui.GLContext() }