void GameObject::render(const ngVector3 *lightDirWorld, const ngVector3 *skyBottomColor, float fogFar, float lightStrength, const ngVector3 *eyePosWorld) { ngUseShader(shader); //set shader parameters shaderParameters(skyBottomColor, fogFar, lightStrength); // Render all meshes for(int i=0; inumMeshes; i++) { glPushMatrix(); transform(i); render_afterTransform(lightDirWorld, eyePosWorld); draw(i); glPopMatrix(); } } void GameObject::zRender() { ngUseShader(zShader); zShaderParameters(); // Render all meshes for(int i=0; inumMeshes; i++) { glPushMatrix(); transform(i); zRender_afterTransform(); draw(i); glPopMatrix(); } } void GameObject::zRender2(GLuint shadowmap) { ngUseShader(zShader2); zShader2Parameters(); // Render all meshes for(int i=0; inumMeshes; i++) { glPushMatrix(); transform(i); zRender2_afterTransform(); draw(i); glPopMatrix(); } }