Re: Where to start render loop?

From:
"AliR \(VC++ MVP\)" <AliR@online.nospam>
Newsgroups:
microsoft.public.vc.mfc
Date:
Wed, 11 Jun 2008 09:15:04 -0500
Message-ID:
<54R3k.6357$ZE5.163@nlpi061.nbdc.sbc.com>
I'm sorry but that is kind of ugly. I would recommend switching that to a
timer based loop. Once you do that, you can start the timer from
OnInitDialog.

You code will make it appear as though you exe is taking up 100% of the cpu.

Either way you can set a timer in OnInitDialog to call RenderLoop a little
later, after the dialog is ready to process messages.

AliR.

"Your Name" <none@none.none> wrote in message
news:Xns9ABA1F71A8D90nonenonenone@140.99.99.130...

Hi,

I have a dialog based MFC application that renders lots of D3D stuff into
its main window. Until now, I've started the rendering with a command on
the main menu. My rendering loop is just a big loop, like so:

  void CMyDlg::RenderLoop()
  {
     while(true)
     {
        MSG Message;

        while (::PeekMessage(&Message, 0, 0, 0, PM_REMOVE))
        {
           ::TranslateMessage(&Message);
           ::DispatchMessage(&Message);

           if (Message.message == WM_QUIT)
           {
              return;
           }
        }

        Render();
     }
  }

Like I said, I used to call this function from a menu command handler.
Where should I move it so that it starts right after the dialog is
created,
initialized, and displayed?

Thanks.

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