void PrimitiveSet::draw(RenderContext* renderContext) { drawBegin(renderContext); drawAll(renderContext); drawEnd(renderContext); }
void Shape::draw(RenderContext* renderContext) { drawBegin(renderContext); SAVEGLERROR; for(int i=0;i<getElementCount();i++) drawElement(renderContext, i); SAVEGLERROR; drawEnd(renderContext); SAVEGLERROR; }
void PrimitiveSet::renderZSort(RenderContext* renderContext) { // sort by z-depth std::multimap<float,int> distanceMap; for (int index = 0 ; index < nprimitives ; ++index ) { float distance = renderContext->getDistance( getCenter(index) ); distanceMap.insert( std::pair<float,int>(-distance,index) ); } // render ordered drawBegin(renderContext); for ( std::multimap<float,int>::iterator iter = distanceMap.begin(); iter != distanceMap.end() ; ++ iter ) { drawElement( renderContext, iter->second ); } drawEnd(renderContext); }
// Buffer drawing void Graphics::draw(const GraphicsData& v) { drawBegin(); mBackend->draw(v); drawEnd(); }
//-------------------------------------------------------------- void pbVertexRender::draw() { drawBegin(); drawEnd(); }