Пример #1
0
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;
}
Пример #2
0
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);
}