void Text::draw(gdl::AShader &shader, const glm::vec3 &scale) { glm::mat4 transform(1); transform = glm::scale(transform, scale); shader.bind(); this->font->bind(); for (auto &i : this->geos) { i->draw(shader, transform, GL_QUADS); } }
void CGame::draw(gdl::AShader& shader, gdl::Clock const& clock) { shader.bind(); shader.setUniform("view", _camera->getTransformation()); shader.setUniform("projection", _camera->getProjection()); if (_level) _level->draw(shader); for (std::list<CPlayer*>::iterator it = _playerslist.begin(); it != _playerslist.end(); ++it) (*it)->draw(shader, clock); for (std::list<AEntity*>::iterator it = _entities.begin(); it != _entities.end(); ++it) (*it)->draw(shader, clock); return; }