HolographicFrame.PresentUsingCurrentPrediction Method
Definition
Important
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Overloads
PresentUsingCurrentPrediction() |
Present the current frame for all cameras and then wait until the next frame. |
PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) |
Presents the current frame for all cameras with the specified waiting behavior. |
PresentUsingCurrentPrediction()
Present the current frame for all cameras and then wait until the next frame.
public:
virtual HolographicFramePresentResult PresentUsingCurrentPrediction() = PresentUsingCurrentPrediction;
/// [Windows.Foundation.Metadata.Overload("PresentUsingCurrentPrediction")]
HolographicFramePresentResult PresentUsingCurrentPrediction();
[Windows.Foundation.Metadata.Overload("PresentUsingCurrentPrediction")]
public HolographicFramePresentResult PresentUsingCurrentPrediction();
function presentUsingCurrentPrediction()
Public Function PresentUsingCurrentPrediction () As HolographicFramePresentResult
Returns
The result of the Present call.
- Attributes
Remarks
Except for very simple apps, you should generally call the two-parameter overload and pass in a waitBehavior of DoNotWaitForFrameToFinish. You can then call HolographicSpace.WaitForNextFrameReady or HolographicSpace.WaitForNextFrameReadyWithHeadStart manually, which allows your app's CPU and GPU work to overlap across consecutive frames.
This method will make use of the Direct3D device you provided to the HolographicSpace. If you've specified the D3D11_CREATE_DEVICE_SINGLETHREADED flag on your device, be sure to call this method from your single Direct3D thread to avoid undefined behavior.
See also
Applies to
PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior)
Presents the current frame for all cameras with the specified waiting behavior.
public:
virtual HolographicFramePresentResult PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior waitBehavior) = PresentUsingCurrentPrediction;
/// [Windows.Foundation.Metadata.Overload("PresentUsingCurrentPredictionWithBehavior")]
HolographicFramePresentResult PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior const& waitBehavior);
[Windows.Foundation.Metadata.Overload("PresentUsingCurrentPredictionWithBehavior")]
public HolographicFramePresentResult PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior waitBehavior);
function presentUsingCurrentPrediction(waitBehavior)
Public Function PresentUsingCurrentPrediction (waitBehavior As HolographicFramePresentWaitBehavior) As HolographicFramePresentResult
Parameters
- waitBehavior
- HolographicFramePresentWaitBehavior
The wait behavior.
Returns
The result of the Present call.
- Attributes
Remarks
Except for very simple apps, you should generally pass in a waitBehavior of DoNotWaitForFrameToFinish. You can then call HolographicSpace.WaitForNextFrameReady or HolographicSpace.WaitForNextFrameReadyWithHeadStart manually, which allows your app's CPU and GPU work to overlap across consecutive frames.
This method will make use of the Direct3D device you provided to the HolographicSpace. If you've specified the D3D11_CREATE_DEVICE_SINGLETHREADED flag on your device, be sure to call this method from your single Direct3D thread to avoid undefined behavior.