// Rendering
void BlockParticleManager::Render(bool noWorldOffset)
{
    if (m_instanceRendering && m_instanceShader != -1)
    {
        RenderInstanced(noWorldOffset);
    }
    else
    {
        RenderDefault(noWorldOffset);
    }
}
Exemple #2
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void BaseRenderer::Render()
{
    glEnable(GL_DEPTH_TEST);

    for(int i = 0; i < m_Renderables.size(); i++)
    {
        Renderable* Ptr = m_Renderables[i];
        if(Ptr->GetType() == DEFAULT_RENDERABLE || Ptr->GetType() == ENTITY_RENDERABLE)
            RenderDefault(Ptr);

        if(Ptr->GetType() == TWODIM_RENDERABLE)
            Render2D(Ptr);
    }

    glDisable(GL_DEPTH_TEST);
}