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- // clear the screen
- Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT | GL30.GL_DEPTH_BUFFER_BIT);
- // handle shadow batch first
- ///////////////////////////////////////////////////////////////////
- mMainShadowLight.begin(mMidPoint, InexEngine.GetPerCamera().direction);
- InexEngine.GetShadowModelBatch().begin(mMainShadowLight.getCamera());
- InexEngine.GetShadowModelBatch().getRenderContext().begin();
- for(int i = 0; i < mLandTileRenderableList.size(); i++)
- InexEngine.GetShadowModelBatch().render(mLandTileRenderableList.get(i));
- InexEngine.GetShadowModelBatch().getRenderContext().end();
- // draw land tiles only if they can cast a shadow
- //for(int i = 0; i < mLandTileList.size(); i++)
- // if(LandTileData.DoesTileTypeCastShadow(mLandTileList.get(i).GetType()))
- // mLandTileList.get(i).Render(InexEngine, true);
- // draw cars
- for(int i = 0; i < mCarPoolList.size(); i++)
- mCarPoolList.get(i).Render(InexEngine, true);
- InexEngine.GetShadowModelBatch().end();
- mMainShadowLight.end();
- ///////////////////////////////////////////////////////////////////
- // render 3D Assets
- ///////////////////////////////////////////////////////////////////
- InexEngine.GetModelBatch().begin(InexEngine.GetPerCamera());
- // draw skybox
- if(mSkyDome_ModelInst != null)
- InexEngine.GetModelBatch().render(mSkyDome_ModelInst, InexEngine.GetEnvironment());
- // render all the land tiles
- InexEngine.GetModelBatch().getRenderContext().begin();
- for(int i = 0; i < mLandTileRenderableList.size(); i++)
- InexEngine.GetModelBatch().render(mLandTileRenderableList.get(i));
- InexEngine.GetModelBatch().getRenderContext().end();
- // handle particle effects
- mParticles.begin();
- mParticles.updateAndDraw();
- mParticles.end();
- InexEngine.GetModelBatch().render(mParticles);
- // draw cars
- for(int i = 0; i < mCarPoolList.size(); i++)
- mCarPoolList.get(i).Render(InexEngine, false);
- // end batch
- InexEngine.GetModelBatch().end();
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