void Quad::draw(Camera *camera) { glm::mat4 transform = glm::translate(position.x, position.y, position.z) * toMat4(rotation) * glm::translate(0.0f, 3.0f, 0.0f) * glm::scale(size.x, size.y, 1.0f); // FIXME: ugly hack, should put texture into mesh or 'ting... if (textureHandle) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textureHandle); renderMesh->draw(camera, transform); glBindTexture(GL_TEXTURE_2D, 0); } }