func (s *VoxelsMesh) Render(camera *glutils.Camera, program *glutils.ShaderProgram, bindfunc func(prog *glutils.ShaderProgram)) { s.Process() for id, _ := range s.blockArray { block := &s.blockArray[id] if block.Mesh != nil { rop := glutils.NewShaderRenderOp( false, program, bindfunc, block.Mesh) rop.Render(camera, v.MatrixOne()) } } }
func (self *Camera) SetModelviewOne() { self.ModelviewMatrix = *v.MatrixOne() }