@Override public void run() { // Timer long time, timeRef; long delta; time = ZUtils.getTime(); while (gameRunning) { networkJob(); timeRef = ZUtils.getTime(); delta = timeRef - time; if (delta > TIMER_DELAY) { if (isClients()) { // Do the server job engineZildo.renderFrame(getClientStates()); } // Reinitialize timer time = timeRef; } if (delta < TIMER_DELAY) { ZUtils.sleep(TIMER_DELAY - delta); } } cleanUp(); }
@Override public void onDrawFrame(GL10 gl) { if (initialized) { // Clears the screen and depth buffer. GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); // | // OpenGL docs. // GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glViewport(0, 0, Zildo.viewPortX, Zildo.viewPortY); i++; long t1 = 0, t2; if (i % 50 == 0) { t1 = ZUtils.getTime(); } client.mainLoop(); if (i % 50 == 0) { t2 = ZUtils.getTime(); Log.d("time", "OpenGL ES 2 : Elapsed " + (t2 - t1) + "ms"); } } }