Пример #1
0
void FaceInstance::render (Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld) const
{
	if (m_face->contributes() && intersectVolume(volume, localToWorld)) {
		renderer.PushState();
		if (selectedComponents()) {
			renderer.Highlight(Renderer::eFace);
		}
		m_face->render(renderer, localToWorld);
		renderer.PopState();
	}
}
Пример #2
0
// Submit renderable geometry
void FaceInstance::submitRenderables(RenderableCollector& collector,
                                     const VolumeTest& volume,
									 const IRenderEntity& entity) const
{
	if (m_face->intersectVolume(volume))
	{
		collector.PushState();

		if (selectedComponents())
		{
			collector.highlightFaces(true);
		}

		m_face->submitRenderables(collector, Matrix4::getIdentity(), entity);
		collector.PopState();
	}
}