This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
**************************************************** | |
********PERSPECTIVE CAMERA************************** | |
**************************************************** | |
private void Render () | |
{ | |
if (!loaded) | |
return; | |
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit); |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#pragma once | |
// Std. Includes | |
#include <vector> | |
// GL Includes | |
#include <GL/glew.h> | |
#include <glm/glm.hpp> | |
#include <glm/gtc/matrix_transform.hpp> |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public void statistics() | |
{ | |
if (statisticsOnOff) | |
{ | |
//Generate the plane containing the statistics | |
GL.Begin(PrimitiveType.Quads); | |
GL.TexCoord2(0f, 1f); GL.Vertex2(0f, 0f); | |
GL.TexCoord2(1f, 1f); GL.Vertex2(glControl1.Width, 0f); | |
GL.TexCoord2(1f, 0f); GL.Vertex2(glControl1.Width, glControl1.Height); |