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render.Spin#517444

<function name="Spin" parent="render" type="libraryfunc"> <description> Swaps the frame buffers/cycles the frame. In other words, this updates the screen. If you take a really long time during a single frame render, it is a good idea to use this and let the user know that the game isn't stuck. </description> <realm>Client</realm> </function> <example> <description>Code from [Super DOF](https://github.com/garrynewman/garrysmod/blob/master/garrysmod/lua/postprocess/super_dof.lua#L219-L236); Push the current progress of rendering onto the screen and display a percentage of completion near the bottom right.</description> <code> -- Restore RT render.SetRenderTarget( OldRT ) -- Render our result buffer to the screen matFSB:SetFloat( "$alpha", 1 ) matFSB:SetTexture( "$basetexture", texFSB ) render.SetMaterial( matFSB ) render.DrawScreenQuad() cam.Start2D() local add = ( i / ( math.pi*2 ) ) * ( 1 / passes ) local percent = string.format( "%.1f", ( mul - ( 1 / passes ) + add ) * 100 ) draw.DrawText( percent .. "%", "GModWorldtip", view.w - 100, view.h - 100, Color( 0, 0, 0, 255 ), TEXT_ALIGN_CENTER ) draw.DrawText( percent .. "%", "GModWorldtip", view.w - 101, view.h - 101, Color( 255, 255, 255, 255 ), TEXT_ALIGN_CENTER ) cam.End2D() render.Spin() </code> <output></output>⤶ <output><image src="Super_DoF_Render_Spin.gif"/></output>⤶ </example>