Example #1
0
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();
    }
}
Example #2
0
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();
    }
}