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Dec 31st, 2014
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  1. Game::Game(){
  2.     // Clear color, set aspect and proj matrix...
  3.     // ...
  4.     // Continuing...
  5.  
  6.     //InitShaders();    // Load up shaders
  7.     ShaderProgramSettings shaderProgramSettings(P_TEST, "Shaders/basicTexture.vert", "Shaders/basicTexture.frag");
  8.     shaderProgramSettings.AddVariable(ShaderAttribute   (A_TEXTURE_COORD0,  AT_FLOAT_VEC2),     "inTextureCoord0");
  9.     shaderProgramSettings.AddVariable(ShaderUniform     (U_TEXTURE0_SAMPLER_2D, UT_SAMPLER_2D), "texture0Sampler2d");
  10.     shaderProgramSettings.AddVariable(ShaderAttribute   (A_POSITION,        AT_FLOAT_VEC3),     "inPosition");
  11.     shaderProgramSettings.AddVariable(ShaderAttribute   (A_COLOR,           AT_FLOAT_VEC4),     "inColor");
  12.     shaderProgramSettings.AddVariable(ShaderUniform     (U_MVP_MATRIX,      UT_FLOAT_MAT4),     "modelViewProjectionMatrix");
  13.     _pShaderManager->Create(shaderProgramSettings);
  14.     _pShaderManager->Enable(P_TEST);
  15.  
  16.     MkoFileReader fileRaw("Assets/testImage.mko");
  17.     _pImage2d = fileRaw.GetMko<Image2d>();
  18. }
  19.  
  20. // Rendering
  21. void Game::render(float deltaTime){
  22.     glm::mat4 m4View = glm::lookAt( glm::vec3(0.0f, 1.5f, 4.0f), // Eye
  23.                                     glm::vec3(0.0f, 1.5f,0.0f),  // Center
  24.                                     glm::vec3(0.0f, 1.0f,0.0f)); // Up
  25.  
  26.     glm::mat4 m4Model = glm::mat4();
  27.  
  28.     glm::mat4 m4Result = _m4ProjMatrix * m4View * m4Model;
  29.  
  30.     _pShaderManager->Enable(P_TEST);
  31.     _pShaderManager->SetUniform(U_MVP_MATRIX, m4Result);
  32.  
  33.  
  34.     glEnable(GL_BLEND);
  35.     _pImage2d->Render();
  36.     glDisable(GL_BLEND);
  37. }
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