void drawScene() { GL.Enable(EnableCap.DepthTest); material.Update(terrainMat); terrain.Render(); drawLandItems(); }
void updateShadersMatrices() { if (renderLightPOV) { terrain.UpdateMVP(lightProjection, lightView, vLook); shaderSharedData.Datas.projection = lightProjection; shaderSharedData.Datas.view = lightView; } else { terrain.UpdateMVP(projection, modelview, vLook); shaderSharedData.Datas.projection = projection; shaderSharedData.Datas.view = modelview; } shaderSharedData.Datas.normal = modelview.Inverted(); shaderSharedData.Datas.shadowTexMat = shadowTexMat; shaderSharedData.Datas.normal.Transpose(); shaderSharedData.Datas.LightPosition = Vector4.Transform(vLight, modelview); shaderSharedData.Update(); }