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