Example #1
0
//what to do when the image has to be draw
void Game::render(void)
{
	//set the clear color (the background color)
	glClearColor(0.0, 0.0, 0.0, 1.0);

	// Clear the window and the depth buffer
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	//Put the camera matrices on the stack of OpenGL (only for fixed rendering)
	camera->set();

	//Draw out world
	drawGrid(500); //background grid
	//draw the plane

	Matrix44 m;
	m.setRotation(angle * DEG2RAD, Vector3(0,1,0) ); //build a rotation matrix
	glPushMatrix();
	m.set();
	
	plane->render();	//render plane

	glPopMatrix();


	//swap between front buffer and back buffer
	SDL_GL_SwapWindow(this->window);
}