Java Code Examples for org.lwjgl.opengl.Display#setVSyncEnabled()

The following examples show how to use org.lwjgl.opengl.Display#setVSyncEnabled() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: Window.java    From LowPolyWater with The Unlicense 6 votes vote down vote up
protected Window(Context context, WindowBuilder settings) {
	this.fpsCap = settings.getFpsCap();
	try {
		getSuitableFullScreenModes();
		DisplayMode resolution = getStartResolution(settings);
		Display.setInitialBackground(1, 1, 1);
		this.aspectRatio = (float) resolution.getWidth() / resolution.getHeight();
		setResolution(resolution, settings.isFullScreen());
		if (settings.hasIcon()) {
			Display.setIcon(settings.getIcon());
		}
		Display.setVSyncEnabled(settings.isvSync());
		Display.setTitle(settings.getTitle());
		Display.create(new PixelFormat().withDepthBits(24).withSamples(4), context.getAttribs());
		GL11.glViewport(0, 0, resolution.getWidth(), resolution.getHeight());
	} catch (LWJGLException e) {
		e.printStackTrace();
	}
}
 
Example 2
Source File: Graphics.java    From AnyaBasic with MIT License 6 votes vote down vote up
public Graphics( int screenWidth, int screenHeight, int vsynch )
{

    super( screenWidth, screenHeight );

    if( vsynch !=  0)
    {
        Display.setVSyncEnabled( true );
    }

    spriteFont = new SpriteFont( new ImageAtlas(
                                 new ImageTextureDataFont(),
                                 32, 32, GL11.GL_NEAREST ));

    glowImages = new ImageAtlas( new ImageTextureDataGlowSprites(), GL11.GL_LINEAR, 0 );

}
 
Example 3
Source File: AppletGameContainer.java    From slick2d-maven with BSD 3-Clause "New" or "Revised" License 6 votes vote down vote up
/**
 * Start the game container
 * 
 * @throws Exception Failure to create display
 */
public void start() throws Exception {
   Display.setParent(displayParent);
   Display.setVSyncEnabled(true);
   
   try {
      createDisplay();
   } catch (LWJGLException e) {
      e.printStackTrace();
      // failed to create Display, apply workaround (sleep for 1 second) and try again
      Thread.sleep(1000);
      createDisplay();
   }
   
   initGL();
   displayParent.requestFocus();
   container.runloop();
}
 
Example 4
Source File: GLProgram.java    From LWJGL-OpenGL-Tutorials with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
/**
 * Initializes the application in fullscreen mode.
 * 
 * @param vsync Enables/disables the vertical-sync feature, where the rendering is in sync with the monitor's refresh rate.
 *        With v-sync off, there is no framerate cap and the gameloop will run as fast as the hardware can handle.
 *        A framerate can be set with the <code>setFPS(int fps)</code> method.
 */
public GLProgram(boolean vsync) {
	try {
		Display.setFullscreen(true);
		Display.setVSyncEnabled(vsync);
	} catch(Exception exc) {
		exc.printStackTrace();
	}
}
 
Example 5
Source File: TestUtils.java    From slick2d-maven with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
/**
 * Initialise the GL display
 * 
 * @param width The width of the display
 * @param height The height of the display
 */
private void initGL(int width, int height) {
	try {
		Display.setDisplayMode(new DisplayMode(width,height));
		Display.create();
		Display.setVSyncEnabled(true);
	} catch (LWJGLException e) {
		e.printStackTrace();
		System.exit(0);
	}

	GL11.glEnable(GL11.GL_TEXTURE_2D);
	GL11.glShadeModel(GL11.GL_SMOOTH);        
	GL11.glDisable(GL11.GL_DEPTH_TEST);
	GL11.glDisable(GL11.GL_LIGHTING);                    
       
	GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);                
       GL11.glClearDepth(1);                                       
       
       GL11.glEnable(GL11.GL_BLEND);
       GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
       
       GL11.glViewport(0,0,width,height);
	GL11.glMatrixMode(GL11.GL_MODELVIEW);

	GL11.glMatrixMode(GL11.GL_PROJECTION);
	GL11.glLoadIdentity();
	GL11.glOrtho(0, width, height, 0, 1, -1);
	GL11.glMatrixMode(GL11.GL_MODELVIEW);
}
 
Example 6
Source File: TwlTest.java    From tablelayout with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
public static void main (String[] args) throws Exception {
	System.setProperty("org.lwjgl.librarypath", new File("lib/natives").getAbsolutePath());
	Display.setTitle("TWL Examples");
	Display.setDisplayMode(new DisplayMode(800, 600));
	Display.setVSyncEnabled(true);
	Display.create();
	new TwlTest();
}
 
Example 7
Source File: ClientProxy.java    From Fullscreen-Windowed-Minecraft with BSD 2-Clause "Simplified" License 4 votes vote down vote up
@Override
public void toggleFullScreen(boolean goFullScreen, int desiredMonitor) {

    //Set value if it isn't set already.
    if(System.getProperty("org.lwjgl.opengl.Window.undecorated") == null){
        System.setProperty("org.lwjgl.opengl.Window.undecorated", "false");
    }

    //If we're in actual fullscreen right now, then we need to fix that.
    if(Display.isFullscreen()) {
        fullscreen = true;
    }

    String expectedState = goFullScreen ? "true":"false";
    // If all state is valid, there is nothing to do and we just exit.
    if(fullscreen == goFullScreen
            && !Display.isFullscreen()//Display in fullscreen mode: Change required
            && System.getProperty("org.lwjgl.opengl.Window.undecorated") == expectedState // Window not in expected state
    )
        return;

    //Save our current display parameters
    Rectangle currentCoordinates = new Rectangle(Display.getX(), Display.getY(), Display.getWidth(), Display.getHeight());
    if(goFullScreen && !Display.isFullscreen())
        _savedWindowedBounds = currentCoordinates;

    //Changing this property and causing a Display update will cause LWJGL to add/remove decorations (borderless).
    System.setProperty("org.lwjgl.opengl.Window.undecorated",expectedState);

    //Get the fullscreen dimensions for the appropriate screen.
    Rectangle screenBounds = getAppropriateScreenBounds(currentCoordinates, desiredMonitor);

    //This is the new bounds we have to apply.
    Rectangle newBounds = goFullScreen ? screenBounds : _savedWindowedBounds;
    if(newBounds == null)
        newBounds = screenBounds;

    if(goFullScreen == false && ClientProxy.fullscreen == false) {
        newBounds = currentCoordinates;
        _savedWindowedBounds = currentCoordinates;
    }

    try {
        fullscreen = goFullScreen;
        client.fullscreen = fullscreen;
        if( client.gameSettings.fullScreen != fullscreen) {
            client.gameSettings.fullScreen = fullscreen;
            client.gameSettings.saveOptions();
        }
        Display.setFullscreen(false);
        Display.setResizable(!goFullScreen);
        Display.setDisplayMode(new DisplayMode((int) newBounds.getWidth(), (int) newBounds.getHeight()));
        Display.setLocation(newBounds.x, newBounds.y);

        client.resize((int) newBounds.getWidth(), (int) newBounds.getHeight());
        Display.setVSyncEnabled(client.gameSettings.enableVsync);
        client.updateDisplay();

    } catch (LWJGLException e) {
        e.printStackTrace();
    }

}
 
Example 8
Source File: GameContainer.java    From opsu with GNU General Public License v3.0 2 votes vote down vote up
/**
 * Indicate whether the display should be synced to the 
 * vertical refresh (stops tearing)
 * 
 * @param vsync True if we want to sync to vertical refresh
 */
public void setVSync(boolean vsync) {
	this.vsync = vsync;
	Display.setVSyncEnabled(vsync);
}
 
Example 9
Source File: GameContainer.java    From slick2d-maven with BSD 3-Clause "New" or "Revised" License 2 votes vote down vote up
/**
 * Indicate whether the display should be synced to the 
 * vertical refresh (stops tearing)
 * 
 * @param vsync True if we want to sync to vertical refresh
 */
public void setVSync(boolean vsync) {
	this.vsync = vsync;
	Display.setVSyncEnabled(vsync);
}