Cleanup.
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fab9cb5c0b
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@ -172,7 +172,7 @@ public:
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 2.0f)
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ImVec2(m_width / 5.0f, m_height / 4.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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@ -187,7 +187,6 @@ public:
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ImGui::End();
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imguiEndFrame();
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float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
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@ -490,7 +490,7 @@ public:
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_TEXT;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
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@ -559,8 +559,6 @@ public:
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showExampleDialog(this);
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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@ -758,12 +756,28 @@ public:
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bgfx::submit(0, m_program);
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// Display stats.
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uint16_t row = 18;
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bgfx::dbgTextPrintf(1, row++, 0x0f, "Num vertices: %5d (%6.4f%%)", numVertices, float(numVertices)/maxVertices * 100);
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bgfx::dbgTextPrintf(1, row++, 0x0f, " Update: % 7.3f[ms]", double(profUpdate)*toMs);
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bgfx::dbgTextPrintf(1, row++, 0x0f, "Calc normals: % 7.3f[ms]", double(profNormal)*toMs);
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bgfx::dbgTextPrintf(1, row++, 0x0f, " Triangulate: % 7.3f[ms]", double(profTriangulate)*toMs);
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bgfx::dbgTextPrintf(1, row++, 0x0f, " Frame: % 7.3f[ms]", double(frameTime)*toMs);
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 4.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Stats"
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, NULL
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, 0
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);
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ImGui::Text("Num vertices:"); ImGui::SameLine(100); ImGui::Text("%5d (%6.4f%%)", numVertices, float(numVertices)/maxVertices * 100);
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ImGui::Text("Update:"); ImGui::SameLine(100); ImGui::Text("% 7.3f[ms]", double(profUpdate)*toMs);
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ImGui::Text("Calc normals:"); ImGui::SameLine(100); ImGui::Text("% 7.3f[ms]", double(profNormal)*toMs);
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ImGui::Text("Triangulate:"); ImGui::SameLine(100); ImGui::Text("% 7.3f[ms]", double(profTriangulate)*toMs);
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ImGui::Text("Frame:"); ImGui::SameLine(100); ImGui::Text("% 7.3f[ms]", double(frameTime)*toMs);
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ImGui::End();
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imguiEndFrame();
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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