void GLInstancingRenderer::renderScene()
{
	
	if (useShadowMap)
	{
		float color[4]={1,1,1,1};
		renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE);
	
	} else
	{
		renderSceneInternal();
	}

}
示例#2
0
void GLInstancingRenderer::renderScene()
{
	//avoid some Intel driver on a Macbook Pro to lock-up
	//todo: figure out what is going on on that machine

	glFlush();

	if (useShadowMap)
	{

		renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE);
	//	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE);

	} else
	{
		renderSceneInternal();
	}

}