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- void Scene::RenderFunc()
- {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glUseProgram(shader->getProgram());
- glBindVertexArray(object->VAO);
- modelMatrix = glm::mat4(1.0f);
- glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &modelMatrix[0][0]);
- glDrawArrays(GL_TRIANGLES, 0, 2880);
- modelMatrix = glm::rotate(glm::mat4(1.f), uhel, glm::vec3(0.0f, 1.0f, 0.0f));
- uhel++;
- glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &modelMatrix[0][0]);
- glDrawArrays(GL_TRIANGLES, 0, 2880);
- glEnable(GL_DEPTH_TEST);
- glDepthFunc(GL_LESS);
- glBindVertexArray(0);
- glUseProgram(0);
- glutSwapBuffers();
- glutPostRedisplay();
- }
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