void display(SDL_Window *win,RECT menu[], TTF_Font *font, SDL_Rect v) { glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT); glColor3f(0.0, 0.0, 0.0); //glLineWidth(3); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); gluOrtho2D((GLfloat)v.x,(GLfloat)v.w,(GLfloat)v.y,(GLfloat)v.h); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); draw_menu(menu, font); glPopMatrix(); draw_fun(); SDL_GL_SwapWindow(win); }
void draw(void(*draw_fun)()) { //------------------------- //and now you can render to GL_TEXTURE_2D glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); //------------------------- //std::cout << "prepare to render" << std::endl; prep_ortho(); //------------------------- glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); //------------------------- draw_fun(); //render_tri(); //Bind 0, which means render to back buffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); }