HolographicFrame.PresentUsingCurrentPrediction HolographicFrame.PresentUsingCurrentPrediction HolographicFrame.PresentUsingCurrentPrediction HolographicFrame.PresentUsingCurrentPrediction HolographicFrame.PresentUsingCurrentPrediction Method

Definition

Overloads

PresentUsingCurrentPrediction() PresentUsingCurrentPrediction() PresentUsingCurrentPrediction() PresentUsingCurrentPrediction() PresentUsingCurrentPrediction()

Present the current frame for all cameras and then wait until the next frame.

PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior)

Presents the current frame for all cameras with the specified waiting behavior.

PresentUsingCurrentPrediction() PresentUsingCurrentPrediction() PresentUsingCurrentPrediction() PresentUsingCurrentPrediction() PresentUsingCurrentPrediction()

Present the current frame for all cameras and then wait until the next frame.

public : HolographicFramePresentResult PresentUsingCurrentPrediction()
HolographicFramePresentResult PresentUsingCurrentPrediction() const;
public HolographicFramePresentResult PresentUsingCurrentPrediction()
Public Function PresentUsingCurrentPrediction() As HolographicFramePresentResult
var holographicFramePresentResult = holographicFrame.presentUsingCurrentPrediction();

Returns

Additional features and requirements

Device family
Windows 10 (introduced v10.0.10586.0 - for Xbox, see UWP features that aren't yet supported on Xbox)
API contract
Windows.Foundation.UniversalApiContract (introduced v2)

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

PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior) PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior)

Presents the current frame for all cameras with the specified waiting behavior.

public : HolographicFramePresentResult PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior waitBehavior)
HolographicFramePresentResult PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior waitBehavior) const;
public HolographicFramePresentResult PresentUsingCurrentPrediction(HolographicFramePresentWaitBehavior waitBehavior)
Public Function PresentUsingCurrentPrediction(waitBehavior As HolographicFramePresentWaitBehavior) As HolographicFramePresentResult
var holographicFramePresentResult = holographicFrame.presentUsingCurrentPrediction(waitBehavior);

Parameters

Returns

Additional features and requirements

Device family
Windows 10 (introduced v10.0.10586.0 - for Xbox, see UWP features that aren't yet supported on Xbox)
API contract
Windows.Foundation.UniversalApiContract (introduced v2)

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.

See also