/*--------------------------------------------------------*/ // Name: render // Purpose: Traverse each RenderSet and display everything. /*--------------------------------------------------------*/ void CRender::render() { CCamera *pCamera = CCamera::getInstance(); /* TEST CODE FOLLOWS */ glPushMatrix(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glColor3f(1.0f, 1.0f, 1.0f); pCamera->applyTransform(); /* END TEST CODE */ size_t uiRenderSets = m_vpRSet.size(); for(unsigned int i = 0; i < uiRenderSets; i++) { // Enable the rendering context. m_vpRSet[i]->m_pRC->enable(); // Render the object. m_vpRSet[i]->render(); // Disable the rendering context. m_vpRSet[i]->m_pRC->disable(); } /* TEST CODE FOLLOWS */ glPopMatrix(); SwapBuffers(this->m_hDC); /* END TEST CODE */ }