public void Render(TranslatableShader shader, params ObjectGroup[] args) { if (args.Length == 0) { args = objGroups; } foreach (ObjectGroup objGroup in args) { vbo.Render(shader, BeginMode.Triangles, objGroup.startPosition, objGroup.endPosition - objGroup.startPosition); } }
public void Render(TranslatableShader s) { s.setModelMatrix(Transformation); s.SetTexture("tex", sailTexture); obj.Render(s, sail); s.SetTexture("tex", woodTexture); obj.Render(s, boat); s.SetTexture("tex", coverTexture); obj.Render(s, cover); s.SetTexture("tex", coverTexture); float wheelRotation = time * 2.0f; s.setModelMatrix(Matrix4.Mult(Matrix4.CreateRotationX(wheelRotation), Matrix4.Mult(Matrix4.CreateTranslation(0f, 3.60631f, 0f), myTransformation))); obj.Render(s, wheel); }