The tutorials suggest using the method StartRendering, and using framelisteners to determine when to take care of updates (like input management). What about using the method RenderOneFrame? I could deal with input and other updates in the game loop, then just call RenderOneFrame at the end. Is this a valid way of doing this, or is there any performance penalty if I don't use Framelisteners?
Actually, I just posted a topic exactly like this that Smiley80 was gracious enough to answer.
The method would be:
I'm not sure about performance, but this is how you would do it with RenderOneFrame().
RenderOneFrame gives you more control. Sometimes I have to "pause" rendering because the control is not visible, or im doing something sketchy with buffers that break ogre if i try to RenderOneFrame during the process.