/** * Renders the scene to a texture. */ static void RenderOffscreen() { glBindFramebuffer(GL_FRAMEBUFFER, gSceneFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); DrawWaveMesh(); glBindFramebuffer(GL_FRAMEBUFFER, 0); }
/** * Renders the scene using the render method. */ void RenderScene_Slow() { gGraphicsDevice->SetRenderState(D3DRS_LIGHTING, FALSE); // View transformation gGraphicsDevice->SetTransform(D3DTS_VIEW, &gViewMatrix); // Perspective transformation gGraphicsDevice->SetTransform(D3DTS_PROJECTION, &gProjectionMatrix); gGraphicsDevice->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0); gGraphicsDevice->BeginScene(); { // Render the wave mesh DrawWaveMesh(); } gGraphicsDevice->EndScene(); gGraphicsDevice->Present(nullptr, nullptr, nullptr, nullptr); }