private void DrawAll() { // 원점을 중심으로 카메라의 회전 및 이동. 때문에 Trans -> Rotate 순서 GL.Translate(-viewInfo.PanX, viewInfo.PanY, viewInfo.PanZ); GL.Rotate(viewInfo.AngleY, 1.0f, 0, 0); GL.Rotate(viewInfo.AngleX, 0, 1.0f, 0); if (drawRefInfo.IsDrawLine && mouseInObject) { TrackingAndDrawPoint(); } if (drawRefInfo.VertexAdd) { AddLine(mouseCoordOn3d); drawRefInfo.VertexAdd = false; } if (!objFileName.Equals("")) { mesh.Render(drawRefInfo.IsDrawFace, drawRefInfo.ObjColor); if (drawRefInfo.IsDrawLine) { lineDraw.drawLine(); } } if (drawRefInfo.IsDrawGrid) { DrawGrid(0, 0, 32, 1536); } glControl.SwapBuffers(); }