void Idle(System::Event*) { OpenGL::Driver* d = OpenGL::Driver::Instance(); OpenGL::RenderPass* pass = new OpenGL::RenderPass; OpenGL::RenderContextSolid3D::PolicyParameters* p = new OpenGL::RenderContextSolid3D::PolicyParameters; p->m_proj_view_world = g_camera->GetViewProjectionMatrix()*Math::mat4::CreateRotation(1, 0, 0, x)*Math::mat4::CreateRotation(0, 1, 0, y); p->m_diffuse_color.Set(1, 0, 1, 1); OpenGL::Batch* b = new OpenGL::Batch; b->m_parameters = p; b->m_renderable = m_quad.get(); pass->SetRenderTarget(rt); pass->AddBatch(0, rc.get(), b); frame.Begin(); frame.AddRenderPass(pass); frame.End(); }