public void Render( GraphicsContext graphics, Camera camera, LightModel light, Model model, BgModel bg ) { graphics.Clear(); drawModel(graphics, camera, light, model); light.Render(graphics, camera); bg.Render(graphics, camera); }
private void renderSimpleScene( GraphicsContext graphics, Camera camera, LightModel light, Model model, BgModel bg ) { // rendering graphics.Clear(); Matrix4 world = model.Posture; Matrix4 worldViewProj = camera.Projection * camera.View * world; shaderTexture.SetUniformValue(shaderTexture.FindUniform("WorldViewProj"), ref worldViewProj); graphics.SetShaderProgram(shaderTexture); graphics.SetVertexBuffer(0, vbTeapot); graphics.SetTexture(0, texture); graphics.DrawArrays(model.Mesh.Prim, 0, model.Mesh.IndexCount); light.Render(graphics, camera); bg.Render(graphics, camera); }