bool Renderer::render(WindowClass& wnd, double dtime, double time) { glClearColor(0.1, 0.1, 0.1, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); scene.render(*game, time, dtime); // run the gameloop, which also can exit the game (if it returns false) bool ret = game->gameHandler(time, dtime); glfwSwapBuffers(wnd.window()); return ret; }