| 28 | } |
| 29 | |
| 30 | void TexturedMeshRenderer::process(const Mesh& mesh, const Camera& eye, uint textureID, IRenderTarget& dst, bool backfaceCull) |
| 31 | { |
| 32 | dst.bind(); |
| 33 | _shader.begin(); |
| 34 | _paramMVP.set(eye.viewproj()); |
| 35 | glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, textureID); |
| 36 | mesh.render(true, backfaceCull); |
| 37 | _shader.end(); |
| 38 | dst.unbind(); |
| 39 | |
| 40 | } |
| 41 | |
| 42 | void TexturedMeshRenderer::process(const Mesh& mesh, const Camera& eye, const sibr::Matrix4f& model, uint textureID, IRenderTarget& dst, bool backfaceCull) |
| 43 | { |