void IEffect::UseRTT(const uint32 RTT) { // Set Textures if (RTT & RTT::Color) UseColor(); if (RTT & RTT::LastRTT) UseLastRTT(); if (RTT & RTT::Depth) UseDepth(); }
/* virtual void Draw() const { double angulo,X,Y; UseColor(); glBegin(GL_POINT); glVertex3d(Particle<3,double>::pos.GetElem(0),Particle<3,double>::pos.GetElem(1), Particle<3,double>::pos.GetElem(2)); glEnd(); } */ virtual void Draw() const { double angulo,X,Y; double radius= 0.1; UseColor(); glBegin(GL_TRIANGLE_FAN); glVertex2d(Particle<3,double>::pos.GetElem(0), Particle<3,double>::pos.GetElem(1)); for (int i=0; i<=36; i++) { angulo = i/5.729577957795135; X=pos.GetElem(0)+ radius*sin(angulo); Y=pos.GetElem(1)+ radius*cos(angulo); glVertex2d(X,Y); } glEnd(); }