public void render(Window window, Camera camera, GameItem[] gameItems, SceneLight sceneLight, IHud hud) { clear(); if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } renderScene(window, camera, gameItems, sceneLight); renderHud(window, hud); }
public void render(Window window, Camera camera, GameItem[] gameItems, SceneLight sceneLight, IHud hud) { clear(); if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } renderScene(window, camera, gameItems, sceneLight); renderHud(window, hud); }
public void render(Window window, Camera camera, GameItem[] gameItems, SceneLight sceneLight, IHud hud) { clear(); if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } renderScene(window, camera, gameItems, sceneLight); renderHud(window, hud); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); if ( window.isResized() ) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } renderScene(window, camera, scene); renderSkyBox(window, camera, scene); renderHud(window, hud); }
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); 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); 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); 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); 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); renderHud(window, hud); //renderAxes(camera); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); if (window.isResized()) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } // 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); renderHud(window, hud); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); if (window.isResized()) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } // 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); renderHud(window, hud); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); if (window.isResized()) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } // 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); renderHud(window, hud); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); if (window.isResized()) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } // 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); renderHud(window, hud); }
public void render(Window window, Camera camera, Scene scene, IHud hud) { clear(); if (window.isResized()) { glViewport(0, 0, window.getWidth(), window.getHeight()); window.setResized(false); } // 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); renderHud(window, hud); }
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); }