void RenderManager::render(double timeNow) { fps_ = 1.f/(float)(timeNow - lastUpdate_); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); renderPerspective(timeNow); startOrthographic(width_, height_, -100, 100); renderOrthographic(timeNow); endOrthographic(); lastUpdate_ = timeNow; }
void P4::redraw(Window *w) { int sceneToRender = w->SceneToRender(); if (sceneToRender < 0) sceneToRender *= -1; sceneToRender %= SCENE_COUNT; if (sceneToRender == 0) renderFrustum(w); else if (sceneToRender == 1) renderPerspective(w); else if (sceneToRender == 2) renderGouraud(w); else if (sceneToRender == 3) renderSpecular(w); else if (sceneToRender == 4) renderLinearFog(w); else if (sceneToRender == 5) renderExpFog(w); else if (sceneToRender == 6) renderExpSqFog(w); else if (sceneToRender == 7) renderBasicCulling(w); }