void display () { glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); root->update(0.033); // assumes called at 30Hz // mouse control mat4 tball = trackball.getMat4(); mat4 mv = modelviewMatrix * tball; root->draw(mv, projectionMatrix ); glutSwapBuffers(); }
void display () { glClear ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); root->update(0.033); // assumes called at 30Hz mat4 tball = trackball.getMat4(); mat4 mv = modelviewMatrix * tball; if (currentFrame == endFrame) { currentFrame = startFrame; } else { currentFrame++; } Ptr<Material> mat; // dynamic_cast<Instance*>(root)->getChild ( currentFrame-startFrame )->draw(mv,projectionMatrix,mat); root->getChild ( currentFrame-startFrame )->draw(mv,projectionMatrix,mat); glutSwapBuffers(); }