//------------------------------------------------------------------------- void setup() { m_highScore = 0; m_airAmount = 0; m_trackedSprites = 0; m_solarBeamLength = 0; m_gameState = GSTATE_PreFrontEnd; renderSetup(); };
void ModelRenderer::renderOne(const ResourcePtr& resource, const glm::mat4& projectionMat, const glm::mat4& viewMat, const glm::mat4& worldMat) { if(resource->resourceType() == ResourceType::kSetup) { renderSetup(resource->cast<Setup>(), projectionMat, viewMat, worldMat); } else if(resource->resourceType() == ResourceType::kModel) { renderModel(resource->cast<Model>(), projectionMat, viewMat, worldMat, /*firstPass*/ true); } }