rendered paste body/*--------------------------------------------------------*/
// Name: render
// Purpose: Traverse each RenderSet and display everything.
/*--------------------------------------------------------*/
void CRender::render()
{
CCamera *pCamera = CCamera::getInstance();
/* TEST CODE FOLLOWS */
glPushMatrix();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glColor3f(1.0f, 1.0f, 1.0f);
pCamera->applyTransform();
/* END TEST CODE */
size_t uiRenderSets = m_vpRSet.size();
for(unsigned int i = 0; i < uiRenderSets; i++)
{
// Enable the rendering context.
m_vpRSet[i]->m_pRC->enable();
// Render the object.
m_vpRSet[i]->render();
// Disable the rendering context.
m_vpRSet[i]->m_pRC->disable();
}
/* TEST CODE FOLLOWS */
glPopMatrix();
SwapBuffers(this->m_hDC);
/* END TEST CODE */
}