06-06-2014
Quote:
Originally Posted by
Zel2008
But, that brings us back to square one -- there are a million commands to turn off the monitor, but nothing to go idle.
A difference that makes no difference is not a difference. If the monitor goes black when you need it do, and not-black when you need it do, who cares? And how exactly do you think idle works, anyway?
Last edited by Corona688; 06-06-2014 at 05:56 PM..
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LEARN ABOUT OSX
glutidlefunc
glutIdleFunc(3GLUT) GLUT glutIdleFunc(3GLUT)
NAME
glutIdleFunc - sets the global idle callback.
SYNTAX
#include <GLUT/glut.h>
void glutIdleFunc(void (*func)(void));
ARGUMENTS
func The new idle callback function.
DESCRIPTION
glutIdleFunc sets the global idle callback to be func so a GLUT program can perform background processing tasks or continuous animation
when window system events are not being received. If enabled, the idle callback is continuously called when events are not being received.
The callback routine has no parameters. The current window and current menu will not be changed before the idle callback. Programs with
multiple windows and/or menus should explicitly set the current window and/or current menu and not rely on its current setting.
The amount of computation and rendering done in an idle callback should be minimized to avoid affecting the program's interactive response.
In general, not more than a single frame of rendering should be done in an idle callback.
Passing NULL to glutIdleFunc disables the generation of the idle callback.
EXAMPLE
A typical idle callback to animate a window might look like:
void
idle(void)
{
time += 0.05;
glutSetWindow(window);
glutPostRedisplay();
}
Notice how the idle callback does not do any actual drawing; it only advances the time scene state global variable. That is left to the
window's display callback which will be triggered by the call to glutPostRedisplay.
If you use the idle callback for animation, you should be sure to stop rendering when the window is not visible. This is easy to set up
with a visibility callback. For example:
void
visible(int vis)
{
if (vis == GLUT_VISIBLE)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
}
If you do use the idle callback for animation, one thing you should not do is setup the idle callback before calling glutMainLoop. It is
much better to use the visibility callback to install idle callback when the window first becomes visible on the screen.
SEE ALSO
glutTimerFunc, glutVisibilityFunc
AUTHOR
Mark J. Kilgard (mjk@nvidia.com)
GLUT
3.7 glutIdleFunc(3GLUT)