void Draw(void) // Draw Our Scene { glEnable(GL_MULTISAMPLE_ARB); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen And Depth Buffer glEnable(GL_DEPTH_TEST); #pragma region DRAWING_DATE_TO_THE_SCREEN glLoadIdentity(); glDisable(GL_LIGHTING); glColor3f(1, 1, 1); glRasterPos3f(0.5, 0.5, -1); font.glPrint(t.AsString().c_str()); glEnable(GL_LIGHTING); #pragma endregion glLoadIdentity(); g_Camera.Update(centerX, centerY, orientationMode); CreateSkyBox(0, 0, 0, 400, 400, 400); SolarSystem.render(t, app); prev_x = centerX; prev_y = centerY; glLightfv(GL_LIGHT0, GL_POSITION, g_LightPosition); glFlush(); // Flush The GL Rendering Pipeline }