public void render(Window window, Camera camera, Scene scene) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle window.updateProjectionMatrix(); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); //renderAxes(camera); renderCrossHair(window); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle window.updateProjectionMatrix(); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); renderHud(window, hud); //renderAxes(camera); renderCrossHair(window); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection and view atrices once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); transformation.updateViewMatrix(camera); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); renderHud(window, hud); //renderAxes(camera); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); renderHud(window, hud); //renderAxes(camera); renderCrossHair(window); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection and view atrices once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); transformation.updateViewMatrix(camera); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); renderHud(window, hud); //renderAxes(camera); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection and view atrices once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); transformation.updateViewMatrix(camera); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); renderHud(window, hud); //renderAxes(camera); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection and view atrices once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); transformation.updateViewMatrix(camera); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); renderHud(window, hud); //renderAxes(camera); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection and view atrices once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); transformation.updateViewMatrix(camera); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); renderHud(window, hud); //renderAxes(camera); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection and view atrices once per render cycle transformation.updateProjectionMatrix(FOV, window.getWidth(), window.getHeight(), Z_NEAR, Z_FAR); transformation.updateViewMatrix(camera); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); renderHud(window, hud); //renderAxes(camera); }
public void render(Window window, Camera camera, Scene scene) { clear(); frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix()); frustumFilter.filter(scene.getGameMeshes()); frustumFilter.filter(scene.getGameInstancedMeshes()); // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle window.updateProjectionMatrix(); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); //renderAxes(camera); renderCrossHair(window); }
public void render(Window window, Camera camera, Scene scene) { clear(); if (window.getOptions().frustumCulling) { frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix()); frustumFilter.filter(scene.getGameMeshes()); frustumFilter.filter(scene.getGameInstancedMeshes()); } // Render depth map before view ports has been set up renderDepthMap(window, camera, scene); glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle window.updateProjectionMatrix(); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); //renderAxes(camera); renderCrossHair(window); }
public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) { clear(); if (window.getOptions().frustumCulling) { frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix()); frustumFilter.filter(scene.getGameMeshes()); frustumFilter.filter(scene.getGameInstancedMeshes()); } // Render depth map before view ports has been set up if (scene.isRenderShadows() && sceneChanged) { shadowRenderer.render(window, scene, camera, transformation, this); } glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle window.updateProjectionMatrix(); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); //renderAxes(camera); renderCrossHair(window); }
public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) { clear(); if (window.getOptions().frustumCulling) { frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix()); frustumFilter.filter(scene.getGameMeshes()); frustumFilter.filter(scene.getGameInstancedMeshes()); } // Render depth map before view ports has been set up if (scene.isRenderShadows() && sceneChanged) { shadowRenderer.render(window, scene, camera, transformation, this); } glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle window.updateProjectionMatrix(); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); //renderAxes(camera); //renderCrossHair(window); }
public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) { clear(); if (window.getOptions().frustumCulling) { frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix()); frustumFilter.filter(scene.getGameMeshes()); frustumFilter.filter(scene.getGameInstancedMeshes()); } // Render depth map before view ports has been set up if (scene.isRenderShadows() && sceneChanged) { shadowRenderer.render(window, scene, camera, transformation, this); } glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle window.updateProjectionMatrix(); renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); //renderAxes(camera); renderCrossHair(window); }
public void render(Window window, Camera camera, Scene scene, boolean sceneChanged) { clear(); if (window.getOptions().frustumCulling) { frustumFilter.updateFrustum(window.getProjectionMatrix(), camera.getViewMatrix()); frustumFilter.filter(scene.getGameMeshes()); frustumFilter.filter(scene.getGameInstancedMeshes()); } // Render depth map before view ports has been set up if (scene.isRenderShadows() && sceneChanged) { shadowRenderer.render(window, scene, camera, transformation, this); } glViewport(0, 0, window.getWidth(), window.getHeight()); // Update projection matrix once per render cycle window.updateProjectionMatrix(); renderGeometry(window, camera, scene); initLightRendering(); renderPointLights(window, camera, scene); renderDirectionalLight(window, camera, scene); endLightRendering(); renderFog(window, camera, scene); renderSkyBox(window, camera, scene); renderParticles(window, camera, scene); }