void GLSceneNode::draw() { QListIterator<Renderable*> it(this->objects); while(it.hasNext()) { Renderable *r = it.next(); r->render(); } }
void displayHandler() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawAxes(); drawSpiral(); drawTangents(); glPushMatrix(); glTranslated(moveV.x, moveV.y, moveV.z); glRotated(angleDeg, os.x, os.y, os.z); r.render(); glPopMatrix(); glutSwapBuffers(); }
void CRenderList::render() { m_target->bind(); for (std::vector<SNodeList>::const_iterator iter = m_draw.begin(); iter < m_draw.end(); ++iter) { Renderable* item = (*iter)._draw; if (!item) { continue; } ASSERT(item->getRenderJob(), "Invalid Render job"); item->getRenderJob()->setRenderTarget((*iter)._targetIndex); item->render(); } m_target->unbind(); }
void Engine::render() { int width, height; glfwGetWindowSize(window, &width, &height); float aspect_ratio = width / (float) height; camera.set_aspect_ratio(aspect_ratio); // TODO check if changed? glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glm::mat4 view = camera.view_matrix(); glm::mat4 proj = camera.projection_matrix(); for(std::vector<Renderable*>::iterator it = renderables.begin(); it != renderables.end(); ++it) { Renderable* torender = *it; torender->render(proj, view); } glfwSwapBuffers(window); }