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@SimonDanisch
Created April 3, 2014 15:09
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function render(x::RenderObject)
for elem in preRenderFunctions
elem[1](elem[2]...)
end
glUseProgram(x.shader.id)
render(x.uniforms, x.shader.id)
glBindVertexArray(x.vertArray.id)
for elem in postRenderFunctions
elem[1](elem[2]...)
end
end
function render(attribute::String, cam::Camera, shaderId)
glUniformMatrix4fv(glGetUniformLocation(shaderId, attribute), 1, GL_FALSE, cam.viewProjMat)
end
function render(attribute::String, vector::Vector4, shaderId)
glUniform4f(glGetUniformLocation(shaderId, attribute), vector...)
end
function render(obj::Dict{String, Any}, shaderId)
for elem in obj
render(elem..., shaderId)
end
end
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