void Game::draw() const { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); gluLookAt(objCamera.mPos.x, objCamera.mPos.y, objCamera.mPos.z, objCamera.mView.x, objCamera.mView.y, objCamera.mView.z, objCamera.mUp.x, objCamera.mUp.y, objCamera.mUp.z); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); drawTunnel(false); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); drawTunnel(true); }
void CloudsIntroSequence::selfDraw(){ glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glEnable(GL_LINE_SMOOTH); glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB); // allows per-point size glEnable(GL_POINT_SMOOTH); glDisable(GL_DEPTH_TEST); ofEnableBlendMode(OF_BLENDMODE_ADD); drawCloudsType(); #ifdef OCULUS_RIFT drawIntroNodes(); #endif drawTunnel(); drawPortals(); drawHelperType(); }