void PointRenderer::render(const ICamera<float>& camera, const PointBuffer& buffer) { const auto positions = buffer.getPosition().get(); const auto colors = buffer.getColor().get(); const auto sizes = buffer.getSize().get(); if (positions.empty()) { return; } const auto& projectionMatrix = camera.getProjectionMatrix().toArray(); const auto& modelviewMatrix = camera.getModelviewMatrix().toArray(); glEnable(GL_DEPTH_TEST); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); glEnable(GL_POINT_SPRITE); //glEnable(GL_DEPTH_TEST); glUseProgram(shader.getId()); glUniformMatrix4fv(shader.getUniformLocation("projectionMatrix"), 1, GL_FALSE, projectionMatrix.data()); glUniformMatrix4fv(shader.getUniformLocation("modelviewMatrix"), 1, GL_FALSE, modelviewMatrix.data()); glVertexAttribPointer(shader.getAttribLocation("positions"), 3, GL_FLOAT, GL_FALSE, 0, positions.data()); glVertexAttribPointer(shader.getAttribLocation("color"), 4, GL_FLOAT, GL_FALSE, 0, colors.data()); glVertexAttribPointer(shader.getAttribLocation("pointSize"), 1, GL_FLOAT, GL_FALSE, 0, sizes.data()); //const auto positions = buffer.getPositions(); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glDrawArrays(GL_POINTS, 0, static_cast<GLsizei>( positions.size() / 3) ); glDisableVertexAttribArray(2); glDisableVertexAttribArray(1); glDisableVertexAttribArray(0); glBindFragDataLocation(shader.getId(), 0, "fragColor"); glDisable(GL_DEPTH_TEST); glDisable(GL_VERTEX_PROGRAM_POINT_SIZE); glDisable(GL_POINT_SPRITE); glUseProgram(0); }