void DisplayGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //clear currenr render target /buffers //change rendering scene based on globals value switch(g_eCurrentScene) { case ST_Scene1: { RenderScene1(); } break; case ST_Scene2: { RenderScene2(); } break; case ST_Scene3: { RenderScene3(); } break; case ST_Scene4: { RenderScene4(); } break; } glutSwapBuffers(); //flip buffers (current buffer to off-screen buffer glutPostRedisplay(); //tell GLUT that we are ready to render another frame. Marks current window to be redisplayed }
void DisplayGL() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clean up the colour of the window // and the depth buffer switch (g_eCurrentScene) { case 1: { RenderScene1(); } break; case 2: { RenderScene2(); } break; case 3: { RenderScene3(); } break; case 4: { RenderScene4(); } break; case 5: { RenderScene5(); } break; case 6: { RenderScene6(); } break; } glutSwapBuffers(); // All drawing commands applied to the // hidden buffer, so now, bring forward // the hidden buffer and hide the visible one }