void MainGraphicsWidget::render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (RenderStateManager::RENDERSTATE == FORWARD) { forwardRender(); } else if (RenderStateManager::RENDERSTATE == VOXEL) { voxelRender(); } else { deferredRender(); } }
void Scene::render() { glClearColor(0, 0, 0, 1.0); profiler.split("other"); renderDynamicReflectionMaps(); // Clear the screen: NUGL::Framebuffer::useDefault(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); if (useDeferredRendering) deferredRender(); else forwardRender(nullptr, framebufferSize, camera); profiler.printEvery(1); }