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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>The Render Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx</link><description>Why the SDK samples are wrong.</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>RE: The Render Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#57525</link><pubDate>Sun, 23 Nov 2003 22:46:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:57525</guid><dc:creator>Shaigan</dc:creator><description>Hi, I just wanted to know what if the best pratice for the main render loop ? Is it better to call the peekmessage win32 function directly into the main render loop ?</description></item><item><title>re: The Render Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#68396</link><pubDate>Fri, 06 Feb 2004 03:19:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:68396</guid><dc:creator>confuzuled</dc:creator><description>Hey -- aren't ya going to answer the question? I mean, its one thing to point out that the examples suck, but, you could at least  point people in the right direction... what is a better way to handle that loop?</description></item><item><title>re: The Render Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#72833</link><pubDate>Sat, 14 Feb 2004 02:26:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:72833</guid><dc:creator>Chris</dc:creator><description>Maybe use the paint events to render, or setup a timer?</description></item><item><title>The Game Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#74443</link><pubDate>Tue, 17 Feb 2004 03:11:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:74443</guid><dc:creator>Jason Olson's Blog</dc:creator><description /></item><item><title>The Game Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#74445</link><pubDate>Tue, 17 Feb 2004 03:18:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:74445</guid><dc:creator>Jason Olson's Blog</dc:creator><description /></item><item><title>re: The Render Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#94662</link><pubDate>Tue, 23 Mar 2004 18:10:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:94662</guid><dc:creator>Mike Sax</dc:creator><description>Hi Tom,&lt;br&gt;&lt;br&gt;This is very true in a background thread, but what if you have a single-threaded application that you want to keep responsive while you're inside your loop... with Sleep() calls, the app will just appear frozen.&lt;br&gt;&lt;br&gt;I'm not clear why DoEvents would allocate memory... is it really DoEvents allocating the memory, or is it the code that gets an opportunity to run due to the call to DoEvents (ie: the message pump gets processed) that is doing this?&lt;br&gt;&lt;br&gt;-- Mike&lt;br&gt;</description></item><item><title>re: The Render Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#103450</link><pubDate>Tue, 30 Mar 2004 16:00:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:103450</guid><dc:creator>Mikel Rice</dc:creator><description>Hey Tom, it would have been helpful if you mentioned this in your book &amp;quot;Managed DirectX 9 Graphics and Game Programming&amp;quot; as it sent up major red flags in my C++/MFC trained mind!  Invalidating in an OnPaint runs counter to everything I've learned!  :-)&lt;br&gt;&lt;br&gt;I have heard people comment on using the OnIdle for rendering as opposed to DoEvents or OnPaint.  Any opinion on that?</description></item><item><title>re: The Render Loop</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#182644</link><pubDate>Wed, 14 Jul 2004 01:04:00 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:182644</guid><dc:creator>Joshua Birtles</dc:creator><description>I just noticed that the Aplication.DoEvents method was alocating memory. It seems strange that this would happen because in the Microsoft DirectX tutorials, this is what they use. I read somewhere that this may evetually get cleaned up automatically by .NET when resources get low, but I haven't tested it as I have 1gig ram.&lt;br&gt;&lt;br&gt;I've tried running a render loop with the Application.Idle event, but that's no good because it is only fired once just before the app is about to go into the idle state, then it just sits there while idle.&lt;br&gt;&lt;br&gt;I may try using a timer to call the loop or see if I can work out how to do a custom event that fires continuously whenever the application is in the idle state, otherwise I'll just stick with Application.DoEvents and blame Microsoft for the extraneous memory use.</description></item><item><title>PeekMessage and Filtered Nested Message Loops | keyongtech</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#9338385</link><pubDate>Sun, 18 Jan 2009 20:23:40 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9338385</guid><dc:creator>PeekMessage and Filtered Nested Message Loops | keyongtech</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://www.keyongtech.com/2312059-peekmessage-and-filtered-nested-message"&gt;http://www.keyongtech.com/2312059-peekmessage-and-filtered-nested-message&lt;/a&gt;&lt;/p&gt;
</description></item><item><title>Label changes not being reflected until loop is done | keyongtech</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#9365708</link><pubDate>Thu, 22 Jan 2009 12:49:35 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9365708</guid><dc:creator>Label changes not being reflected until loop is done | keyongtech</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://www.keyongtech.com/720329-label-changes-not-being-reflected"&gt;http://www.keyongtech.com/720329-label-changes-not-being-reflected&lt;/a&gt;&lt;/p&gt;
</description></item><item><title>C# Lesson 1: The Main Loop &amp;laquo; Real Time Software Rendering</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#9595175</link><pubDate>Fri, 08 May 2009 01:46:07 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9595175</guid><dc:creator>C# Lesson 1: The Main Loop &amp;laquo; Real Time Software Rendering</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://code.dawnofthegeeks.com/2009/05/07/c-lesson-1-the-main-loop/"&gt;http://code.dawnofthegeeks.com/2009/05/07/c-lesson-1-the-main-loop/&lt;/a&gt;&lt;/p&gt;
</description></item><item><title> Tom Miller s Blog The Render Loop | Insomnia Cure</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#9709792</link><pubDate>Tue, 09 Jun 2009 01:02:28 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9709792</guid><dc:creator> Tom Miller s Blog The Render Loop | Insomnia Cure</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://insomniacuresite.info/story.php?id=10280"&gt;http://insomniacuresite.info/story.php?id=10280&lt;/a&gt;&lt;/p&gt;
</description></item><item><title>Taking advantage of ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer | ControlStyles.Opaque &amp;laquo; Bobobobo&amp;#8217;s Weblog</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#9727597</link><pubDate>Thu, 11 Jun 2009 23:06:21 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9727597</guid><dc:creator>Taking advantage of ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.OptimizedDoubleBuffer | ControlStyles.Opaque &amp;laquo; Bobobobo&amp;#8217;s Weblog</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://bobobobo.wordpress.com/2009/06/11/taking-advantage-of-controlstyles-allpaintinginwmpaint-controlstyles-userpaint-controlstyles-optimizeddoublebuffer-controlstyles-opaque/"&gt;http://bobobobo.wordpress.com/2009/06/11/taking-advantage-of-controlstyles-allpaintinginwmpaint-controlstyles-userpaint-controlstyles-optimizeddoublebuffer-controlstyles-opaque/&lt;/a&gt;&lt;/p&gt;
</description></item><item><title>Game loop in C# &amp;laquo; Bobobobo&amp;#8217;s Weblog</title><link>http://blogs.msdn.com/tmiller/archive/2003/11/07/57524.aspx#9729492</link><pubDate>Fri, 12 Jun 2009 06:58:36 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9729492</guid><dc:creator>Game loop in C# &amp;laquo; Bobobobo&amp;#8217;s Weblog</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://bobobobo.wordpress.com/2009/06/12/game-loop-in-c/"&gt;http://bobobobo.wordpress.com/2009/06/12/game-loop-in-c/&lt;/a&gt;&lt;/p&gt;
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