void onRender(float dt) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); Camera.Render(); glGetFloatv(GL_MODELVIEW_MATRIX, pos); glPushAttrib(GL_ENABLE_BIT); glDisable(GL_DEPTH_TEST); glUseProgram(0); RenderSkybox(/*VECTOR3D(pos[12], pos[13], pos[14])*/ Camera.Position, VECTOR3D(50.0, 50.0, 50.0)); glPopAttrib(); // updateParticleStorm(dt); texture1->setActive(GL_TEXTURE0); texture2->setActive(GL_TEXTURE1); shader->begin(); object->onRender(true, shader); shader->end();