void LegacyRenderer::render(const Matrix4d<float>& projectionMatrix, const Matrix4d<float>& modelviewMatrix, const LineBuffer& buffer, const GLfloat width) { const auto& positions = buffer.getPosition().get();// buffers[0].get(); const auto& colors = buffer.getColor().get(); const auto& indices = buffer.getIds(); if (positions.empty()) { return; } glLineWidth(width); glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glLoadMatrixf(projectionMatrix.toArray().data()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glLoadMatrixf(modelviewMatrix.toArray().data()); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, positions.data()); glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_FLOAT, 0, colors.data()); assert(glGetError() == GL_NO_ERROR); //glDrawArrays(GL_LINES, 0, static_cast<GLsizei>(positions.size()) / 3); glDrawElements(GL_LINES, static_cast<GLsizei>(indices.size()), GL_UNSIGNED_INT, indices.data()); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_DEPTH_TEST); glLineWidth(1); }