void Canvas::renderOutlines(const glm::mat4& transform) { GLContext* pContext = GLContext::getMain(); VertexArrayPtr pVA(new VertexArray); pContext->setBlendMode(GLContext::BLEND_BLEND, false); m_pRootNode->renderOutlines(pVA, Pixel32(0,0,0,0)); StandardShaderPtr pShader = pContext->getStandardShader(); pShader->setTransform(transform); pShader->setUntextured(); pShader->setAlpha(0.5f); pShader->activate(); if (pVA->getNumVerts() != 0) { pVA->update(); pVA->draw(); } }
void Canvas::renderOutlines() { GLContext* pContext = GLContext::getCurrent(); VertexArrayPtr pVA(new VertexArray); pContext->setBlendMode(GLContext::BLEND_BLEND, false); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(glm::value_ptr(glm::mat4(1.0))); m_pRootNode->renderOutlines(pVA, Pixel32(0,0,0,0)); StandardShaderPtr pShader = GLContext::getCurrent()->getStandardShader(); pShader->setUntextured(); pShader->activate(); if (pVA->getCurVert() != 0) { pVA->update(); pContext->enableGLColorArray(true); pVA->draw(); } }