* Style fixes
* Moved the wait_for_thread in _StopRenderThread() git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@32069 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -39,10 +39,6 @@ RenderView::RenderView(BRect frame)
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RenderView::~RenderView()
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RenderView::~RenderView()
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{
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{
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_StopRenderThread();
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_StopRenderThread();
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if (fRenderThread >= 0)
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wait_for_thread(fRenderThread, NULL);
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_DeleteScene();
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_DeleteScene();
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}
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}
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@@ -62,10 +58,9 @@ RenderView::AttachedToWindow()
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uint32
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uint32
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RenderView::_CreateRenderThread()
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RenderView::_CreateRenderThread()
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{
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{
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fRenderThread = spawn_thread(RenderView::_RenderThreadEntry,
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fRenderThread = spawn_thread(RenderView::_RenderThreadEntry, "renderThread",
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"renderThread",
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B_NORMAL_PRIORITY, this);
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B_NORMAL_PRIORITY,
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this);
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if (fRenderThread < 0)
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if (fRenderThread < 0)
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return fRenderThread;
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return fRenderThread;
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@@ -79,6 +74,9 @@ RenderView::_StopRenderThread()
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LockGL();
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LockGL();
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fStopRendering = true;
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fStopRendering = true;
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UnlockGL();
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UnlockGL();
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if (fRenderThread >= 0)
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wait_for_thread(fRenderThread, NULL);
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}
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}
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@@ -178,10 +176,9 @@ RenderView::_CreateScene()
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Quaternion(0, 0, 0, 1), 4.0f * timeSpacing);
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Quaternion(0, 0, 0, 1), 4.0f * timeSpacing);
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fMeshInstances.push_back(instance);
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fMeshInstances.push_back(instance);
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mesh->ReleaseReference();
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mesh->ReleaseReference();
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texture->ReleaseReference();
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fMainCamera = new Camera(Vector3(0, 0, 0), Quaternion(0, 0, 0, 1), 50);
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fMainCamera = new Camera(Vector3(0, 0, 0), Quaternion(0, 0, 0, 1), 50);
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texture->ReleaseReference();
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}
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}
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@@ -32,3 +32,9 @@ Texture::Id()
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{
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{
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return fId;
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return fId;
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}
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}
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void
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Texture::Update(float dt)
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{
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}
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@@ -20,7 +20,7 @@ public:
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GLuint Id();
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GLuint Id();
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virtual void Update(float dt) {};
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virtual void Update(float dt);
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protected:
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protected:
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GLuint fId;
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GLuint fId;
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