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Nov 1st, 2014
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  1. void Scene::RenderFunc()
  2. {
  3. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  4. glUseProgram(shader->getProgram());
  5. glBindVertexArray(object->VAO);
  6.  
  7. modelMatrix = glm::mat4(1.0f);
  8. glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &modelMatrix[0][0]);
  9. glDrawArrays(GL_TRIANGLES, 0, 2880);
  10.  
  11. modelMatrix = glm::rotate(glm::mat4(1.f), uhel, glm::vec3(0.0f, 1.0f, 0.0f));
  12. uhel++;
  13. glUniformMatrix4fv(modelLocation, 1, GL_FALSE, &modelMatrix[0][0]);
  14. glDrawArrays(GL_TRIANGLES, 0, 2880);
  15.  
  16. glEnable(GL_DEPTH_TEST);
  17. glDepthFunc(GL_LESS);
  18.  
  19. glBindVertexArray(0);
  20. glUseProgram(0);
  21. glutSwapBuffers();
  22. glutPostRedisplay();
  23. }
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