// Draws sprite with texture passed as parameter void drawSpriteWithTexture(Sprite * sprite, GLTexture texture) { // Binding texture glBindBuffer(GL_TEXTURE_2D, texture.id); glBindTexture(GL_TEXTURE_2D, texture.id); drawVertexes(sprite, 0); glBindTexture(GL_TEXTURE_2D, 0); }
void ObjDrawerPrimitive::drawMesh() { ObjEntity* objMesh = dynamic_cast<ObjEntity*>(mMesh); if(objMesh == nullptr) { printf("error: wrong mesh type in ObjDrawerPrimitive\n"); return; } std::vector<Face*>* faceContainer = objMesh->getFaces(); std::vector<Vertex*>* vertexContainer = objMesh->m_vertexList; drawVertexes(vertexContainer); for (int i = 0; i < faceContainer->size(); i++) { Face* face = faceContainer->at(i); glBegin(GL_LINE_LOOP); for (int vI = 0; vI < face->getVertexNum(); vI++) { Vertex* ver = vertexContainer->at(face->v.at(vI)-1); glVertex3d(ver->x,ver->y,ver->z); } glEnd(); } }
void drawSquare(Sprite * sprite, float x, float y, float width, float height, ColorRGBA color) { Vec4 uvs = createVec4(0.0f, 0.0f, 1.0f, 1.0f); updateSprite(sprite, x, y, width, height, color, &uvs, 0x0); drawVertexes(sprite, DRAW_OUTLINE); }