/// // Main rendering call for the scene // void renderScene(void) { glClearColor(0.0f, 0.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); globalSync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE,0); computeTexture(); computeVBO(); //displayTexture(imWidth, imHeight); renderVBO(vbolen); glutSwapBuffers(); }
/* Render this model. Depending on mode, different render functions are called. */ void ModelGL::Render () { if (_renderMode == OFF) return; for (int g = 0; g < _nrGeosets; g ++) { if (_geosets[g].enabled) { switch (_renderMode) { case DIRECT : renderDirect (_geosets[g]); break; case POINTS : renderPoints (_geosets[g]); break; case MESH : renderMesh (_geosets[g]); break; case VBO : renderVBO (_VBOs[g]); break; } } } }