public void Render(FBO f, float asp, Matrix4 camera, Matrix4 model) { shaderPass.SetFramebuffer(f); shaderPass.SetUniform("projection", Matrix4.CreatePerspectiveFieldOfView(MathHelper.DegreesToRadians(90f), asp, 0.3f, 1000f)); shaderPass.SetUniform("camera", camera); shaderPass.SetUniform("model", model); shaderPass.RunPass(); }
public void SetFramebuffer(FBO fbo) { this.framebuffer = fbo; }
public void Render(FBO fbo, Matrix4 camera) { model.Render(fbo, 1, camera, Transform); }