void LineRender::draw(glm::mat4 camMatrix) const { activateContext(); glm::mat4 MVP = camMatrix * ModelMatrix; // Remember, matrix multiplication is the other way around shader->Use(); glUniformMatrix4fv(shader->addUniform("projection"), 1, GL_FALSE, &MVP[0][0]); glBindVertexArray(this->vertexArrayObject); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); deactivateContext(); }
void HeadlessView::deactivate() { deactivateContext(); active = false; }