rendered paste bodyvoid GameObject::render(const ngVector3 *lightDirWorld, const ngVector3 *skyBottomColor, float fogFar, float lightStrength, const ngVector3 *eyePosWorld) {
ngUseShader(shader);
//set shader parameters
shaderParameters(skyBottomColor, fogFar, lightStrength);
// Render all meshes
for(int i=0; i<model->numMeshes; i++) {
glPushMatrix();
transform(i);
render_afterTransform(lightDirWorld, eyePosWorld);
draw(i);
glPopMatrix();
}
}
void GameObject::zRender() {
ngUseShader(zShader);
zShaderParameters();
// Render all meshes
for(int i=0; i<model->numMeshes; i++) {
glPushMatrix();
transform(i);
zRender_afterTransform();
draw(i);
glPopMatrix();
}
}
void GameObject::zRender2(GLuint shadowmap) {
ngUseShader(zShader2);
zShader2Parameters();
// Render all meshes
for(int i=0; i<model->numMeshes; i++) {
glPushMatrix();
transform(i);
zRender2_afterTransform();
draw(i);
glPopMatrix();
}
}