bool ClientEngine::renderScene() { glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT); { static vec3f pos(0,-3,0); if(m_Window.keyState('W')) pos.z += 0.1; if(m_Window.keyState('S')) pos.z -= 0.1; if(m_Window.keyState('A')) pos.x += 0.1; if(m_Window.keyState('D')) pos.x -= 0.1; if(m_Window.keyState('Q')) pos.y += 0.1; if(m_Window.keyState('E')) pos.y -= 0.1; m_Camera.setPosition(pos); } m_Camera.update(); m_Camera.upload(); { glPushMatrix(); m_Shader.bind(); glScalef(1, 1, 1); m_ClientMap.draw(); glPopMatrix(); } CheckGl(); m_Window.swapBuffers(); return m_Window.isOpen(); }