void BaseEntity::paintGL( Camera3D& camera, QMatrix4x4& projection ) { m_program->bind(); m_program->setUniformValue( m_worldEye, camera.toMatrix() ); m_program->setUniformValue( m_eyeClip, projection ); m_vao->bind(); m_texture->bind(); m_program->setUniformValue( m_modelWorld, Transform.toMatrix() ); glDrawArrays( GL_TRIANGLES, 0, m_numVertices ); m_texture->release(); m_vao->release(); m_program->release(); }
void Skybox::paintGL( Camera3D& camera, QMatrix4x4& projection ) { glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glDepthMask( GL_TRUE ); glDisable( GL_CULL_FACE ); program->bind(); program->setUniformValue( worldEye, camera.toMatrix() ); program->setUniformValue( eyeClip, projection ); vao->bind(); texture->bind(); program->setUniformValue( modelWorld, transform.toMatrix() ); glDrawArrays( GL_TRIANGLES, 0, numVertices ); texture->release(); vao->release(); program->release(); }