public void draw() { image_handler.draw(); Gl.UseProgram(shaderBasic.it.getProgramId()); Gl.UniformMatrix4f(shaderBasic.MVP_Mat, 1, true, projection_); Gl.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); Gl.LineWidth(1.5f); BBox_edges.draw(); Gl.PolygonMode(MaterialFace.FrontAndBack, PolygonMode.Fill); BBox_faces.draw(); Gl.UseProgram(0); }
public void draw() { Gl.Disable(EnableCap.DepthTest); image_handler.draw(); Gl.Enable(EnableCap.DepthTest); Gl.UseProgram(shaderSK.it.getProgramId()); Gl.UniformMatrix4f(shaderSK.MVP_Mat, 1, true, projection_); bones.draw(); joints.draw(); Gl.UseProgram(shaderBbox.it.getProgramId()); Gl.UniformMatrix4f(shaderBbox.MVP_Mat, 1, true, projection_); Gl.LineWidth(1.5f); BBox_edges.draw(); BBox_faces.draw(); }