Esempio n. 1
0
void Model::render()
{
	if( ! render_inited )
	{
		buildVBO();
		bindVBO();

		render_inited = true;
	}

	glColor3f(0.0, 0.0, 1.0);

	glDrawElements(GL_TRIANGLES, model->numtriangles * 3, GL_UNSIGNED_INT, NULL);
}
Esempio n. 2
0
//--------------------------------------------------------------
void SkyBox::render(Uint32 passID)
{
    if(passID != 1)
        return;

    glScalef(m_scale, m_scale, m_scale);

    bindVBO(*this);
    enableTexCoordArray(m_txCoordOffset);

    m_shader.enable();
    m_shader.setProjection(GraphicRenderer::getInstance()->getProjectionMatrix());
    m_shader.setView(Camera::getActiveCamera()->getViewMatrix());
    m_shader.setModel(getModelMatrix());

    /// Left
    m_shader.setTextureParameter("skyTexture", m_left, 0);
    enableVertexArray(m_leftOffset);
    glDrawArrays(GL_QUADS, 0, 4);
    /// Right
    m_shader.setTextureParameter("skyTexture", m_right, 0);
    enableVertexArray(m_rightOffset);
    glDrawArrays(GL_QUADS, 0, 4);
    /// Front
    m_shader.setTextureParameter("skyTexture", m_front, 0);
    enableVertexArray(m_frontOffset);
    glDrawArrays(GL_QUADS, 0, 4);
    /// Back
    m_shader.setTextureParameter("skyTexture", m_back, 0);
    enableVertexArray(m_backOffset);
    glDrawArrays(GL_QUADS, 0, 4);
    /// Top
    m_shader.setTextureParameter("skyTexture", m_top, 0);
    enableVertexArray(m_topOffset);
    glDrawArrays(GL_QUADS, 0, 4);
    /// Bottom
    m_shader.setTextureParameter("skyTexture", m_bottom, 0);
    enableVertexArray(m_bottomOffset);
    glDrawArrays(GL_QUADS, 0, 4);

    m_shader.disable();

    unbindVBO();
}