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OGRE
master
Object-Oriented Graphics Rendering Engine
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A interface class defining a listener which can be used to receive notifications of frame events. More...
#include <OgreFrameListener.h>
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virtual | ~FrameListener () |
virtual bool | frameEnded (const FrameEvent &evt) |
Called just after a frame has been rendered. More... | |
virtual bool | frameRenderingQueued (const FrameEvent &evt) |
Called after all render targets have had their rendering commands issued, but before render windows have been asked to flip their buffers over. More... | |
virtual bool | frameStarted (const FrameEvent &evt) |
Called when a frame is about to begin rendering. More... | |
A interface class defining a listener which can be used to receive notifications of frame events.
A 'listener' is an interface designed to be called back when particular events are called. This class defines the interface relating to frame events. In order to receive notifications of frame events, you should create a subclass of FrameListener and override the methods for which you would like to customise the resulting processing. You should then call Root::addFrameListener passing an instance of this class. There is no limit to the number of frame listeners you can register, allowing you to register multiple listeners for different purposes. Note that a frame event occurs once for all rendering targets, not once per target.
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inlinevirtual |
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inlinevirtual |
Called when a frame is about to begin rendering.
This event happens before any render targets have begun updating.
Reimplemented in Ogre::Volume::Chunk, and OgreBites::ApplicationContextBase.
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inlinevirtual |
Called after all render targets have had their rendering commands issued, but before render windows have been asked to flip their buffers over.
The usefulness of this event comes from the fact that rendering commands are queued for the GPU to process. These can take a little while to finish, and so while that is happening the CPU can be doing useful things. Once the request to 'flip buffers' happens, the thread requesting it will block until the GPU is ready, which can waste CPU cycles. Therefore, it is often a good idea to use this callback to perform per-frame processing. Of course because the frame's rendering commands have already been issued, any changes you make will only take effect from the next frame, but in most cases that's not noticeable.
Reimplemented in OgreBites::ApplicationContextBase.
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inlinevirtual |
Called just after a frame has been rendered.
This event happens after all render targets have been fully updated and the buffers switched.
Reimplemented in OgreBites::ApplicationContextBase.